1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MoveFigure() */
36 #define MF_NO_ACTION 0
40 /* for ScrollFigure() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
102 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
103 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
105 (DONT_COLLIDE_WITH(e) && \
106 IS_FREE_OR_PLAYER(x, y))))
108 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
109 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
113 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
115 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
116 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
118 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
119 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
121 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
123 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
125 Feld[x][y] == EL_DIAMOND))
127 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
129 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
131 #define PACMAN_CAN_ENTER_FIELD(x, y) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
133 IS_AMOEBOID(Feld[x][y])))
135 #define PIG_CAN_ENTER_FIELD(x, y) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 IS_FOOD_PIG(Feld[x][y])))
139 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 IS_FOOD_PENGUIN(Feld[x][y]) || \
142 Feld[x][y] == EL_EXIT_OPEN || \
143 Feld[x][y] == EL_ACID))
145 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
148 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
149 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
151 /* game button identifiers */
152 #define GAME_CTRL_ID_STOP 0
153 #define GAME_CTRL_ID_PAUSE 1
154 #define GAME_CTRL_ID_PLAY 2
155 #define SOUND_CTRL_ID_MUSIC 3
156 #define SOUND_CTRL_ID_LOOPS 4
157 #define SOUND_CTRL_ID_SIMPLE 5
159 #define NUM_GAME_BUTTONS 6
162 /* forward declaration for internal use */
164 static void InitBeltMovement(void);
165 static void CloseAllOpenTimegates(void);
166 static void CheckGravityMovement(struct PlayerInfo *);
167 static void KillHeroUnlessProtected(int, int);
169 static void TestIfPlayerTouchesCustomElement(int, int);
170 static void TestIfElementTouchesCustomElement(int, int);
172 static void ChangeElement(int, int, int);
173 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
174 static boolean CheckTriggeredElementChange(int, int, int, int);
175 static boolean CheckElementSideChange(int, int, int, int, int, int);
176 static boolean CheckElementChange(int, int, int, int);
178 static void PlaySoundLevel(int, int, int);
179 static void PlaySoundLevelNearest(int, int, int);
180 static void PlaySoundLevelAction(int, int, int);
181 static void PlaySoundLevelElementAction(int, int, int, int);
182 static void PlaySoundLevelActionIfLoop(int, int, int);
183 static void StopSoundLevelActionIfLoop(int, int, int);
185 static void MapGameButtons();
186 static void HandleGameButtons(struct GadgetInfo *);
188 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
191 /* ------------------------------------------------------------------------- */
192 /* definition of elements that automatically change to other elements after */
193 /* a specified time, eventually calling a function when changing */
194 /* ------------------------------------------------------------------------- */
196 /* forward declaration for changer functions */
197 static void InitBuggyBase(int x, int y);
198 static void WarnBuggyBase(int x, int y);
200 static void InitTrap(int x, int y);
201 static void ActivateTrap(int x, int y);
202 static void ChangeActiveTrap(int x, int y);
204 static void InitRobotWheel(int x, int y);
205 static void RunRobotWheel(int x, int y);
206 static void StopRobotWheel(int x, int y);
208 static void InitTimegateWheel(int x, int y);
209 static void RunTimegateWheel(int x, int y);
211 struct ChangingElementInfo
216 void (*pre_change_function)(int x, int y);
217 void (*change_function)(int x, int y);
218 void (*post_change_function)(int x, int y);
221 static struct ChangingElementInfo change_delay_list[] =
272 EL_SWITCHGATE_OPENING,
280 EL_SWITCHGATE_CLOSING,
281 EL_SWITCHGATE_CLOSED,
313 EL_ACID_SPLASH_RIGHT,
322 EL_SP_BUGGY_BASE_ACTIVATING,
329 EL_SP_BUGGY_BASE_ACTIVATING,
330 EL_SP_BUGGY_BASE_ACTIVE,
337 EL_SP_BUGGY_BASE_ACTIVE,
361 EL_ROBOT_WHEEL_ACTIVE,
369 EL_TIMEGATE_SWITCH_ACTIVE,
390 int push_delay_fixed, push_delay_random;
395 { EL_BALLOON, 0, 0 },
397 { EL_SOKOBAN_OBJECT, 2, 0 },
398 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
399 { EL_SATELLITE, 2, 0 },
400 { EL_SP_DISK_YELLOW, 2, 0 },
402 { EL_UNDEFINED, 0, 0 },
410 move_stepsize_list[] =
412 { EL_AMOEBA_DROP, 2 },
413 { EL_AMOEBA_DROPPING, 2 },
414 { EL_QUICKSAND_FILLING, 1 },
415 { EL_QUICKSAND_EMPTYING, 1 },
416 { EL_MAGIC_WALL_FILLING, 2 },
417 { EL_BD_MAGIC_WALL_FILLING, 2 },
418 { EL_MAGIC_WALL_EMPTYING, 2 },
419 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
429 collect_count_list[] =
432 { EL_BD_DIAMOND, 1 },
433 { EL_EMERALD_YELLOW, 1 },
434 { EL_EMERALD_RED, 1 },
435 { EL_EMERALD_PURPLE, 1 },
437 { EL_SP_INFOTRON, 1 },
444 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
446 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
447 CH_EVENT_BIT(CE_DELAY))
448 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
449 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
450 IS_JUST_CHANGING(x, y))
452 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
455 void GetPlayerConfig()
457 if (!audio.sound_available)
458 setup.sound_simple = FALSE;
460 if (!audio.loops_available)
461 setup.sound_loops = FALSE;
463 if (!audio.music_available)
464 setup.sound_music = FALSE;
466 if (!video.fullscreen_available)
467 setup.fullscreen = FALSE;
469 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
471 SetAudioMode(setup.sound);
475 static int getBeltNrFromBeltElement(int element)
477 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
478 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
479 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
482 static int getBeltNrFromBeltActiveElement(int element)
484 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
485 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
486 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
489 static int getBeltNrFromBeltSwitchElement(int element)
491 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
492 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
493 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
496 static int getBeltDirNrFromBeltSwitchElement(int element)
498 static int belt_base_element[4] =
500 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
501 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
502 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
503 EL_CONVEYOR_BELT_4_SWITCH_LEFT
506 int belt_nr = getBeltNrFromBeltSwitchElement(element);
507 int belt_dir_nr = element - belt_base_element[belt_nr];
509 return (belt_dir_nr % 3);
512 static int getBeltDirFromBeltSwitchElement(int element)
514 static int belt_move_dir[3] =
521 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
523 return belt_move_dir[belt_dir_nr];
526 static void InitPlayerField(int x, int y, int element, boolean init_game)
528 if (element == EL_SP_MURPHY)
532 if (stored_player[0].present)
534 Feld[x][y] = EL_SP_MURPHY_CLONE;
540 stored_player[0].use_murphy_graphic = TRUE;
543 Feld[x][y] = EL_PLAYER_1;
549 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
550 int jx = player->jx, jy = player->jy;
552 player->present = TRUE;
554 if (!options.network || player->connected)
556 player->active = TRUE;
558 /* remove potentially duplicate players */
559 if (StorePlayer[jx][jy] == Feld[x][y])
560 StorePlayer[jx][jy] = 0;
562 StorePlayer[x][y] = Feld[x][y];
566 printf("Player %d activated.\n", player->element_nr);
567 printf("[Local player is %d and currently %s.]\n",
568 local_player->element_nr,
569 local_player->active ? "active" : "not active");
573 Feld[x][y] = EL_EMPTY;
574 player->jx = player->last_jx = x;
575 player->jy = player->last_jy = y;
579 static void InitField(int x, int y, boolean init_game)
581 int element = Feld[x][y];
590 InitPlayerField(x, y, element, init_game);
594 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
595 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
596 else if (x > 0 && Feld[x-1][y] == EL_ACID)
597 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
598 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
599 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
600 else if (y > 0 && Feld[x][y-1] == EL_ACID)
601 Feld[x][y] = EL_ACID_POOL_BOTTOM;
602 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
603 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
611 case EL_SPACESHIP_RIGHT:
612 case EL_SPACESHIP_UP:
613 case EL_SPACESHIP_LEFT:
614 case EL_SPACESHIP_DOWN:
616 case EL_BD_BUTTERFLY_RIGHT:
617 case EL_BD_BUTTERFLY_UP:
618 case EL_BD_BUTTERFLY_LEFT:
619 case EL_BD_BUTTERFLY_DOWN:
620 case EL_BD_BUTTERFLY:
621 case EL_BD_FIREFLY_RIGHT:
622 case EL_BD_FIREFLY_UP:
623 case EL_BD_FIREFLY_LEFT:
624 case EL_BD_FIREFLY_DOWN:
626 case EL_PACMAN_RIGHT:
650 if (y == lev_fieldy - 1)
652 Feld[x][y] = EL_AMOEBA_GROWING;
653 Store[x][y] = EL_AMOEBA_WET;
657 case EL_DYNAMITE_ACTIVE:
662 local_player->lights_still_needed++;
665 case EL_SOKOBAN_FIELD_EMPTY:
666 local_player->sokobanfields_still_needed++;
670 local_player->friends_still_needed++;
675 MovDir[x][y] = 1 << RND(4);
680 Feld[x][y] = EL_EMPTY;
685 case EL_EM_KEY_1_FILE:
686 Feld[x][y] = EL_EM_KEY_1;
688 case EL_EM_KEY_2_FILE:
689 Feld[x][y] = EL_EM_KEY_2;
691 case EL_EM_KEY_3_FILE:
692 Feld[x][y] = EL_EM_KEY_3;
694 case EL_EM_KEY_4_FILE:
695 Feld[x][y] = EL_EM_KEY_4;
699 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
700 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
701 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
702 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
703 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
704 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
705 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
706 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
707 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
708 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
709 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
710 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
713 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
714 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
715 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
717 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
719 game.belt_dir[belt_nr] = belt_dir;
720 game.belt_dir_nr[belt_nr] = belt_dir_nr;
722 else /* more than one switch -- set it like the first switch */
724 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
729 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
731 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
734 case EL_LIGHT_SWITCH_ACTIVE:
736 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
740 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
746 void DrawGameDoorValues()
750 for (i=0; i<MAX_PLAYERS; i++)
752 if (stored_player[i].key[j])
753 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
754 el2edimg(EL_KEY_1 + j));
756 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
757 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
758 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
759 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
760 DrawText(DX + XX_SCORE, DY + YY_SCORE,
761 int2str(local_player->score, 5), FONT_TEXT_2);
762 DrawText(DX + XX_TIME, DY + YY_TIME,
763 int2str(TimeLeft, 3), FONT_TEXT_2);
768 =============================================================================
770 -----------------------------------------------------------------------------
771 initialize game engine due to level / tape version number
772 =============================================================================
775 static void InitGameEngine()
779 /* set game engine from tape file when re-playing, else from level file */
780 game.engine_version = (tape.playing ? tape.engine_version :
783 /* dynamically adjust element properties according to game engine version */
784 InitElementPropertiesEngine(game.engine_version);
787 printf("level %d: level version == %06d\n", level_nr, level.game_version);
788 printf(" tape version == %06d [%s] [file: %06d]\n",
789 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
791 printf(" => game.engine_version == %06d\n", game.engine_version);
794 /* ---------- initialize player's initial move delay --------------------- */
796 /* dynamically adjust player properties according to game engine version */
797 game.initial_move_delay =
798 (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON :
799 INITIAL_MOVE_DELAY_OFF);
801 /* dynamically adjust player properties according to level information */
802 game.initial_move_delay_value =
803 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
805 /* ---------- initialize changing elements ------------------------------- */
807 /* initialize changing elements information */
808 for (i=0; i < MAX_NUM_ELEMENTS; i++)
810 struct ElementInfo *ei = &element_info[i];
812 /* this pointer might have been changed in the level editor */
813 ei->change = &ei->change_page[0];
815 if (!IS_CUSTOM_ELEMENT(i))
817 ei->change->target_element = EL_EMPTY_SPACE;
818 ei->change->delay_fixed = 0;
819 ei->change->delay_random = 0;
820 ei->change->delay_frames = 1;
823 ei->change_events = CE_BITMASK_DEFAULT;
824 for (j=0; j < NUM_CHANGE_EVENTS; j++)
826 ei->event_page_nr[j] = 0;
827 ei->event_page[j] = &ei->change_page[0];
831 /* add changing elements from pre-defined list */
832 for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++)
834 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
835 struct ElementInfo *ei = &element_info[ch_delay->element];
837 ei->change->target_element = ch_delay->target_element;
838 ei->change->delay_fixed = ch_delay->change_delay;
840 ei->change->pre_change_function = ch_delay->pre_change_function;
841 ei->change->change_function = ch_delay->change_function;
842 ei->change->post_change_function = ch_delay->post_change_function;
844 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
848 /* add change events from custom element configuration */
849 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
851 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
853 for (j=0; j < ei->num_change_pages; j++)
855 if (!ei->change_page[j].can_change)
858 for (k=0; k < NUM_CHANGE_EVENTS; k++)
860 /* only add event page for the first page found with this event */
861 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
862 !(ei->change_events & CH_EVENT_BIT(k)))
864 ei->change_events |= CH_EVENT_BIT(k);
865 ei->event_page_nr[k] = j;
866 ei->event_page[k] = &ei->change_page[j];
874 /* add change events from custom element configuration */
875 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
877 int element = EL_CUSTOM_START + i;
879 /* only add custom elements that change after fixed/random frame delay */
880 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
881 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
885 /* ---------- initialize trigger events ---------------------------------- */
887 /* initialize trigger events information */
888 for (i=0; i<MAX_NUM_ELEMENTS; i++)
889 trigger_events[i] = EP_BITMASK_DEFAULT;
892 /* add trigger events from element change event properties */
893 for (i=0; i<MAX_NUM_ELEMENTS; i++)
895 struct ElementInfo *ei = &element_info[i];
897 for (j=0; j < ei->num_change_pages; j++)
899 if (!ei->change_page[j].can_change)
902 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
904 int trigger_element = ei->change_page[j].trigger_element;
906 trigger_events[trigger_element] |= ei->change_page[j].events;
911 /* add trigger events from element change event properties */
912 for (i=0; i<MAX_NUM_ELEMENTS; i++)
913 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
914 trigger_events[element_info[i].change->trigger_element] |=
915 element_info[i].change->events;
918 /* ---------- initialize push delay -------------------------------------- */
920 /* initialize push delay values to default */
921 for (i=0; i<MAX_NUM_ELEMENTS; i++)
923 if (!IS_CUSTOM_ELEMENT(i))
925 element_info[i].push_delay_fixed = 2;
926 element_info[i].push_delay_random = 8;
930 /* set push delay value for certain elements from pre-defined list */
931 for (i=0; push_delay_list[i].element != EL_UNDEFINED; i++)
933 int e = push_delay_list[i].element;
935 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
936 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
939 /* ---------- initialize move stepsize ----------------------------------- */
941 /* initialize move stepsize values to default */
942 for (i=0; i<MAX_NUM_ELEMENTS; i++)
943 if (!IS_CUSTOM_ELEMENT(i))
944 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
946 /* set move stepsize value for certain elements from pre-defined list */
947 for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
949 int e = move_stepsize_list[i].element;
951 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
954 /* ---------- initialize gem count --------------------------------------- */
956 /* initialize gem count values for each element */
957 for (i=0; i<MAX_NUM_ELEMENTS; i++)
958 if (!IS_CUSTOM_ELEMENT(i))
959 element_info[i].collect_count = 0;
961 /* add gem count values for all elements from pre-defined list */
962 for (i=0; collect_count_list[i].element != EL_UNDEFINED; i++)
963 element_info[collect_count_list[i].element].collect_count =
964 collect_count_list[i].count;
969 =============================================================================
971 -----------------------------------------------------------------------------
972 initialize and start new game
973 =============================================================================
978 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
979 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
980 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
987 #if USE_NEW_AMOEBA_CODE
988 printf("Using new amoeba code.\n");
990 printf("Using old amoeba code.\n");
995 /* don't play tapes over network */
996 network_playing = (options.network && !tape.playing);
998 for (i=0; i<MAX_PLAYERS; i++)
1000 struct PlayerInfo *player = &stored_player[i];
1002 player->index_nr = i;
1003 player->element_nr = EL_PLAYER_1 + i;
1005 player->present = FALSE;
1006 player->active = FALSE;
1009 player->effective_action = 0;
1010 player->programmed_action = 0;
1013 player->gems_still_needed = level.gems_needed;
1014 player->sokobanfields_still_needed = 0;
1015 player->lights_still_needed = 0;
1016 player->friends_still_needed = 0;
1019 player->key[j] = FALSE;
1021 player->dynabomb_count = 0;
1022 player->dynabomb_size = 1;
1023 player->dynabombs_left = 0;
1024 player->dynabomb_xl = FALSE;
1026 player->MovDir = MV_NO_MOVING;
1028 player->Pushing = FALSE;
1029 player->Switching = FALSE;
1031 player->GfxDir = MV_NO_MOVING;
1032 player->GfxAction = ACTION_DEFAULT;
1034 player->StepFrame = 0;
1036 player->switch_x = -1;
1037 player->switch_y = -1;
1039 player->use_murphy_graphic = FALSE;
1040 player->use_disk_red_graphic = FALSE;
1042 player->actual_frame_counter = 0;
1044 player->last_move_dir = MV_NO_MOVING;
1046 player->is_moving = FALSE;
1047 player->is_waiting = FALSE;
1048 player->is_digging = FALSE;
1049 player->is_collecting = FALSE;
1051 player->show_envelope = 0;
1053 player->move_delay = game.initial_move_delay;
1054 player->move_delay_value = game.initial_move_delay_value;
1056 player->push_delay = 0;
1057 player->push_delay_value = 5;
1059 player->snapped = FALSE;
1061 player->last_jx = player->last_jy = 0;
1062 player->jx = player->jy = 0;
1064 player->shield_normal_time_left = 0;
1065 player->shield_deadly_time_left = 0;
1067 player->inventory_size = 0;
1069 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1070 SnapField(player, 0, 0);
1072 player->LevelSolved = FALSE;
1073 player->GameOver = FALSE;
1076 network_player_action_received = FALSE;
1078 #if defined(PLATFORM_UNIX)
1079 /* initial null action */
1080 if (network_playing)
1081 SendToServer_MovePlayer(MV_NO_MOVING);
1089 TimeLeft = level.time;
1091 ScreenMovDir = MV_NO_MOVING;
1095 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1097 AllPlayersGone = FALSE;
1099 game.yamyam_content_nr = 0;
1100 game.magic_wall_active = FALSE;
1101 game.magic_wall_time_left = 0;
1102 game.light_time_left = 0;
1103 game.timegate_time_left = 0;
1104 game.switchgate_pos = 0;
1105 game.balloon_dir = MV_NO_MOVING;
1106 game.gravity = level.initial_gravity;
1107 game.explosions_delayed = TRUE;
1109 game.envelope_active = FALSE;
1113 game.belt_dir[i] = MV_NO_MOVING;
1114 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1117 for (i=0; i<MAX_NUM_AMOEBA; i++)
1118 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1120 for (x=0; x<lev_fieldx; x++)
1122 for (y=0; y<lev_fieldy; y++)
1124 Feld[x][y] = level.field[x][y];
1125 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1126 ChangeDelay[x][y] = 0;
1127 ChangePage[x][y] = -1;
1128 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1130 JustStopped[x][y] = 0;
1132 Pushed[x][y] = FALSE;
1134 Changed[x][y] = CE_BITMASK_DEFAULT;
1135 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1137 ExplodePhase[x][y] = 0;
1138 ExplodeField[x][y] = EX_NO_EXPLOSION;
1141 GfxAction[x][y] = ACTION_DEFAULT;
1142 GfxRandom[x][y] = INIT_GFX_RANDOM();
1143 GfxElement[x][y] = EL_UNDEFINED;
1147 for(y=0; y<lev_fieldy; y++)
1149 for(x=0; x<lev_fieldx; x++)
1151 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1153 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1155 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1158 InitField(x, y, TRUE);
1164 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1165 emulate_sb ? EMU_SOKOBAN :
1166 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1168 /* correct non-moving belts to start moving left */
1170 if (game.belt_dir[i] == MV_NO_MOVING)
1171 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1173 /* check if any connected player was not found in playfield */
1174 for (i=0; i<MAX_PLAYERS; i++)
1176 struct PlayerInfo *player = &stored_player[i];
1178 if (player->connected && !player->present)
1180 for (j=0; j<MAX_PLAYERS; j++)
1182 struct PlayerInfo *some_player = &stored_player[j];
1183 int jx = some_player->jx, jy = some_player->jy;
1185 /* assign first free player found that is present in the playfield */
1186 if (some_player->present && !some_player->connected)
1188 player->present = TRUE;
1189 player->active = TRUE;
1190 some_player->present = FALSE;
1192 StorePlayer[jx][jy] = player->element_nr;
1193 player->jx = player->last_jx = jx;
1194 player->jy = player->last_jy = jy;
1204 /* when playing a tape, eliminate all players who do not participate */
1206 for (i=0; i<MAX_PLAYERS; i++)
1208 if (stored_player[i].active && !tape.player_participates[i])
1210 struct PlayerInfo *player = &stored_player[i];
1211 int jx = player->jx, jy = player->jy;
1213 player->active = FALSE;
1214 StorePlayer[jx][jy] = 0;
1215 Feld[jx][jy] = EL_EMPTY;
1219 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1221 /* when in single player mode, eliminate all but the first active player */
1223 for (i=0; i<MAX_PLAYERS; i++)
1225 if (stored_player[i].active)
1227 for (j=i+1; j<MAX_PLAYERS; j++)
1229 if (stored_player[j].active)
1231 struct PlayerInfo *player = &stored_player[j];
1232 int jx = player->jx, jy = player->jy;
1234 player->active = FALSE;
1235 StorePlayer[jx][jy] = 0;
1236 Feld[jx][jy] = EL_EMPTY;
1243 /* when recording the game, store which players take part in the game */
1246 for (i=0; i<MAX_PLAYERS; i++)
1247 if (stored_player[i].active)
1248 tape.player_participates[i] = TRUE;
1253 for (i=0; i<MAX_PLAYERS; i++)
1255 struct PlayerInfo *player = &stored_player[i];
1257 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1262 if (local_player == player)
1263 printf("Player %d is local player.\n", i+1);
1267 if (BorderElement == EL_EMPTY)
1270 SBX_Right = lev_fieldx - SCR_FIELDX;
1272 SBY_Lower = lev_fieldy - SCR_FIELDY;
1277 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1279 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1282 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1283 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1285 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1286 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1288 /* if local player not found, look for custom element that might create
1289 the player (make some assumptions about the right custom element) */
1290 if (!local_player->present)
1292 int start_x = 0, start_y = 0;
1293 int found_rating = 0;
1294 int found_element = EL_UNDEFINED;
1296 for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++)
1298 int element = Feld[x][y];
1303 if (!IS_CUSTOM_ELEMENT(element))
1306 if (CAN_CHANGE(element))
1308 for (i=0; i < element_info[element].num_change_pages; i++)
1310 content = element_info[element].change_page[i].target_element;
1311 is_player = ELEM_IS_PLAYER(content);
1313 if (is_player && (found_rating < 3 || element < found_element))
1319 found_element = element;
1324 for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++)
1326 content = element_info[element].content[xx][yy];
1327 is_player = ELEM_IS_PLAYER(content);
1329 if (is_player && (found_rating < 2 || element < found_element))
1331 start_x = x + xx - 1;
1332 start_y = y + yy - 1;
1335 found_element = element;
1338 if (!CAN_CHANGE(element))
1341 for (i=0; i < element_info[element].num_change_pages; i++)
1343 content = element_info[element].change_page[i].content[xx][yy];
1344 is_player = ELEM_IS_PLAYER(content);
1346 if (is_player && (found_rating < 1 || element < found_element))
1348 start_x = x + xx - 1;
1349 start_y = y + yy - 1;
1352 found_element = element;
1358 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1359 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1362 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1363 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1369 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1370 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1371 local_player->jx - MIDPOSX);
1373 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1374 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1375 local_player->jy - MIDPOSY);
1377 scroll_x = SBX_Left;
1378 scroll_y = SBY_Upper;
1379 if (local_player->jx >= SBX_Left + MIDPOSX)
1380 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1381 local_player->jx - MIDPOSX :
1383 if (local_player->jy >= SBY_Upper + MIDPOSY)
1384 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1385 local_player->jy - MIDPOSY :
1390 CloseDoor(DOOR_CLOSE_1);
1395 /* after drawing the level, correct some elements */
1396 if (game.timegate_time_left == 0)
1397 CloseAllOpenTimegates();
1399 if (setup.soft_scrolling)
1400 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1402 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1405 /* copy default game door content to main double buffer */
1406 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1407 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1410 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1413 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1414 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1415 BlitBitmap(drawto, drawto,
1416 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1417 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1418 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1419 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1422 DrawGameDoorValues();
1426 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1427 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1428 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1432 /* copy actual game door content to door double buffer for OpenDoor() */
1433 BlitBitmap(drawto, bitmap_db_door,
1434 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1436 OpenDoor(DOOR_OPEN_ALL);
1438 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1439 if (setup.sound_music)
1440 PlayMusic(level_nr);
1442 KeyboardAutoRepeatOffUnlessAutoplay();
1447 printf("Player %d %sactive.\n",
1448 i + 1, (stored_player[i].active ? "" : "not "));
1452 void InitMovDir(int x, int y)
1454 int i, element = Feld[x][y];
1455 static int xy[4][2] =
1462 static int direction[3][4] =
1464 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1465 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1466 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1475 Feld[x][y] = EL_BUG;
1476 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1479 case EL_SPACESHIP_RIGHT:
1480 case EL_SPACESHIP_UP:
1481 case EL_SPACESHIP_LEFT:
1482 case EL_SPACESHIP_DOWN:
1483 Feld[x][y] = EL_SPACESHIP;
1484 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1487 case EL_BD_BUTTERFLY_RIGHT:
1488 case EL_BD_BUTTERFLY_UP:
1489 case EL_BD_BUTTERFLY_LEFT:
1490 case EL_BD_BUTTERFLY_DOWN:
1491 Feld[x][y] = EL_BD_BUTTERFLY;
1492 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1495 case EL_BD_FIREFLY_RIGHT:
1496 case EL_BD_FIREFLY_UP:
1497 case EL_BD_FIREFLY_LEFT:
1498 case EL_BD_FIREFLY_DOWN:
1499 Feld[x][y] = EL_BD_FIREFLY;
1500 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1503 case EL_PACMAN_RIGHT:
1505 case EL_PACMAN_LEFT:
1506 case EL_PACMAN_DOWN:
1507 Feld[x][y] = EL_PACMAN;
1508 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1511 case EL_SP_SNIKSNAK:
1512 MovDir[x][y] = MV_UP;
1515 case EL_SP_ELECTRON:
1516 MovDir[x][y] = MV_LEFT;
1523 Feld[x][y] = EL_MOLE;
1524 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1528 if (IS_CUSTOM_ELEMENT(element))
1530 if (element_info[element].move_direction_initial != MV_NO_MOVING)
1531 MovDir[x][y] = element_info[element].move_direction_initial;
1532 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
1533 element_info[element].move_pattern == MV_TURNING_LEFT ||
1534 element_info[element].move_pattern == MV_TURNING_RIGHT)
1535 MovDir[x][y] = 1 << RND(4);
1536 else if (element_info[element].move_pattern == MV_HORIZONTAL)
1537 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1538 else if (element_info[element].move_pattern == MV_VERTICAL)
1539 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1540 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
1541 MovDir[x][y] = element_info[element].move_pattern;
1542 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE ||
1543 element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1547 int x1 = x + xy[i][0];
1548 int y1 = y + xy[i][1];
1550 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1552 if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
1553 MovDir[x][y] = direction[0][i];
1555 MovDir[x][y] = direction[1][i];
1564 MovDir[x][y] = 1 << RND(4);
1566 if (element != EL_BUG &&
1567 element != EL_SPACESHIP &&
1568 element != EL_BD_BUTTERFLY &&
1569 element != EL_BD_FIREFLY)
1574 int x1 = x + xy[i][0];
1575 int y1 = y + xy[i][1];
1577 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1579 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1581 MovDir[x][y] = direction[0][i];
1584 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1585 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1587 MovDir[x][y] = direction[1][i];
1597 void InitAmoebaNr(int x, int y)
1600 int group_nr = AmoebeNachbarNr(x, y);
1604 for (i=1; i<MAX_NUM_AMOEBA; i++)
1606 if (AmoebaCnt[i] == 0)
1614 AmoebaNr[x][y] = group_nr;
1615 AmoebaCnt[group_nr]++;
1616 AmoebaCnt2[group_nr]++;
1622 boolean raise_level = FALSE;
1624 if (local_player->MovPos)
1628 if (tape.auto_play) /* tape might already be stopped here */
1629 tape.auto_play_level_solved = TRUE;
1631 if (tape.playing && tape.auto_play)
1632 tape.auto_play_level_solved = TRUE;
1635 local_player->LevelSolved = FALSE;
1637 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1641 if (!tape.playing && setup.sound_loops)
1642 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1643 SND_CTRL_PLAY_LOOP);
1645 while (TimeLeft > 0)
1647 if (!tape.playing && !setup.sound_loops)
1648 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1649 if (TimeLeft > 0 && !(TimeLeft % 10))
1650 RaiseScore(level.score[SC_TIME_BONUS]);
1651 if (TimeLeft > 100 && !(TimeLeft % 10))
1655 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
1662 if (!tape.playing && setup.sound_loops)
1663 StopSound(SND_GAME_LEVELTIME_BONUS);
1665 else if (level.time == 0) /* level without time limit */
1667 if (!tape.playing && setup.sound_loops)
1668 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1669 SND_CTRL_PLAY_LOOP);
1671 while (TimePlayed < 999)
1673 if (!tape.playing && !setup.sound_loops)
1674 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1675 if (TimePlayed < 999 && !(TimePlayed % 10))
1676 RaiseScore(level.score[SC_TIME_BONUS]);
1677 if (TimePlayed < 900 && !(TimePlayed % 10))
1681 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
1688 if (!tape.playing && setup.sound_loops)
1689 StopSound(SND_GAME_LEVELTIME_BONUS);
1692 /* close exit door after last player */
1693 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
1694 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
1696 int element = Feld[ExitX][ExitY];
1698 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
1699 EL_SP_EXIT_CLOSING);
1701 PlaySoundLevelElementAction(ExitX, ExitY, element, ACTION_CLOSING);
1704 /* Hero disappears */
1705 DrawLevelField(ExitX, ExitY);
1711 CloseDoor(DOOR_CLOSE_1);
1716 SaveTape(tape.level_nr); /* Ask to save tape */
1719 if (level_nr == leveldir_current->handicap_level)
1721 leveldir_current->handicap_level++;
1722 SaveLevelSetup_SeriesInfo();
1725 if (level_editor_test_game)
1726 local_player->score = -1; /* no highscore when playing from editor */
1727 else if (level_nr < leveldir_current->last_level)
1728 raise_level = TRUE; /* advance to next level */
1730 if ((hi_pos = NewHiScore()) >= 0)
1732 game_status = GAME_MODE_SCORES;
1733 DrawHallOfFame(hi_pos);
1742 game_status = GAME_MODE_MAIN;
1759 LoadScore(level_nr);
1761 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
1762 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
1765 for (k=0; k<MAX_SCORE_ENTRIES; k++)
1767 if (local_player->score > highscore[k].Score)
1769 /* player has made it to the hall of fame */
1771 if (k < MAX_SCORE_ENTRIES - 1)
1773 int m = MAX_SCORE_ENTRIES - 1;
1776 for (l=k; l<MAX_SCORE_ENTRIES; l++)
1777 if (!strcmp(setup.player_name, highscore[l].Name))
1779 if (m == k) /* player's new highscore overwrites his old one */
1785 strcpy(highscore[l].Name, highscore[l - 1].Name);
1786 highscore[l].Score = highscore[l - 1].Score;
1793 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
1794 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
1795 highscore[k].Score = local_player->score;
1801 else if (!strncmp(setup.player_name, highscore[k].Name,
1802 MAX_PLAYER_NAME_LEN))
1803 break; /* player already there with a higher score */
1809 SaveScore(level_nr);
1814 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
1816 if (player->GfxAction != action || player->GfxDir != dir)
1819 printf("Player frame reset! (%d => %d, %d => %d)\n",
1820 player->GfxAction, action, player->GfxDir, dir);
1823 player->GfxAction = action;
1824 player->GfxDir = dir;
1826 player->StepFrame = 0;
1830 static void ResetRandomAnimationValue(int x, int y)
1832 GfxRandom[x][y] = INIT_GFX_RANDOM();
1835 static void ResetGfxAnimation(int x, int y)
1838 GfxAction[x][y] = ACTION_DEFAULT;
1841 void InitMovingField(int x, int y, int direction)
1843 int element = Feld[x][y];
1844 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1845 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1849 if (!JustStopped[x][y] || direction != MovDir[x][y])
1850 ResetGfxAnimation(x, y);
1852 MovDir[newx][newy] = MovDir[x][y] = direction;
1854 if (Feld[newx][newy] == EL_EMPTY)
1855 Feld[newx][newy] = EL_BLOCKED;
1857 if (direction == MV_DOWN && CAN_FALL(element))
1858 GfxAction[x][y] = ACTION_FALLING;
1860 GfxAction[x][y] = ACTION_MOVING;
1862 GfxFrame[newx][newy] = GfxFrame[x][y];
1863 GfxAction[newx][newy] = GfxAction[x][y];
1864 GfxRandom[newx][newy] = GfxRandom[x][y];
1867 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
1869 int direction = MovDir[x][y];
1870 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
1871 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
1877 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
1879 int oldx = x, oldy = y;
1880 int direction = MovDir[x][y];
1882 if (direction == MV_LEFT)
1884 else if (direction == MV_RIGHT)
1886 else if (direction == MV_UP)
1888 else if (direction == MV_DOWN)
1891 *comes_from_x = oldx;
1892 *comes_from_y = oldy;
1895 int MovingOrBlocked2Element(int x, int y)
1897 int element = Feld[x][y];
1899 if (element == EL_BLOCKED)
1903 Blocked2Moving(x, y, &oldx, &oldy);
1904 return Feld[oldx][oldy];
1910 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
1912 /* like MovingOrBlocked2Element(), but if element is moving
1913 and (x,y) is the field the moving element is just leaving,
1914 return EL_BLOCKED instead of the element value */
1915 int element = Feld[x][y];
1917 if (IS_MOVING(x, y))
1919 if (element == EL_BLOCKED)
1923 Blocked2Moving(x, y, &oldx, &oldy);
1924 return Feld[oldx][oldy];
1933 static void RemoveField(int x, int y)
1935 Feld[x][y] = EL_EMPTY;
1942 ChangeDelay[x][y] = 0;
1943 ChangePage[x][y] = -1;
1944 Pushed[x][y] = FALSE;
1946 GfxElement[x][y] = EL_UNDEFINED;
1947 GfxAction[x][y] = ACTION_DEFAULT;
1950 void RemoveMovingField(int x, int y)
1952 int oldx = x, oldy = y, newx = x, newy = y;
1953 int element = Feld[x][y];
1954 int next_element = EL_UNDEFINED;
1956 if (element != EL_BLOCKED && !IS_MOVING(x, y))
1959 if (IS_MOVING(x, y))
1961 Moving2Blocked(x, y, &newx, &newy);
1962 if (Feld[newx][newy] != EL_BLOCKED)
1965 else if (element == EL_BLOCKED)
1967 Blocked2Moving(x, y, &oldx, &oldy);
1968 if (!IS_MOVING(oldx, oldy))
1972 if (element == EL_BLOCKED &&
1973 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
1974 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
1975 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
1976 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
1977 next_element = get_next_element(Feld[oldx][oldy]);
1979 RemoveField(oldx, oldy);
1980 RemoveField(newx, newy);
1982 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
1984 if (next_element != EL_UNDEFINED)
1985 Feld[oldx][oldy] = next_element;
1987 DrawLevelField(oldx, oldy);
1988 DrawLevelField(newx, newy);
1991 void DrawDynamite(int x, int y)
1993 int sx = SCREENX(x), sy = SCREENY(y);
1994 int graphic = el2img(Feld[x][y]);
1997 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2000 if (IS_WALKABLE_INSIDE(Back[x][y]))
2004 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2005 else if (Store[x][y])
2006 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2008 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2011 if (Back[x][y] || Store[x][y])
2012 DrawGraphicThruMask(sx, sy, graphic, frame);
2014 DrawGraphic(sx, sy, graphic, frame);
2016 if (game.emulation == EMU_SUPAPLEX)
2017 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2018 else if (Store[x][y])
2019 DrawGraphicThruMask(sx, sy, graphic, frame);
2021 DrawGraphic(sx, sy, graphic, frame);
2025 void CheckDynamite(int x, int y)
2027 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2031 if (MovDelay[x][y] != 0)
2034 PlaySoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2041 StopSoundLevelActionIfLoop(x, y, ACTION_ACTIVE);
2043 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2044 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2045 StopSound(SND_DYNAMITE_ACTIVE);
2047 StopSound(SND_DYNABOMB_ACTIVE);
2053 void RelocatePlayer(int x, int y, int element)
2055 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2057 if (player->present)
2059 while (player->MovPos)
2061 ScrollFigure(player, SCROLL_GO_ON);
2062 ScrollScreen(NULL, SCROLL_GO_ON);
2068 RemoveField(player->jx, player->jy);
2069 DrawLevelField(player->jx, player->jy);
2072 InitPlayerField(x, y, element, TRUE);
2074 if (player == local_player)
2076 int scroll_xx = -999, scroll_yy = -999;
2078 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2081 int fx = FX, fy = FY;
2083 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2084 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2085 local_player->jx - MIDPOSX);
2087 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2088 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2089 local_player->jy - MIDPOSY);
2091 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2092 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2097 fx += dx * TILEX / 2;
2098 fy += dy * TILEY / 2;
2100 ScrollLevel(dx, dy);
2103 /* scroll in to steps of half tile size to make things smoother */
2104 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2106 Delay(GAME_FRAME_DELAY);
2108 /* scroll second step to align at full tile size */
2110 Delay(GAME_FRAME_DELAY);
2115 void Explode(int ex, int ey, int phase, int mode)
2119 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2120 int last_phase = num_phase * delay;
2121 int half_phase = (num_phase / 2) * delay;
2122 int first_phase_after_start = EX_PHASE_START + 1;
2124 if (game.explosions_delayed)
2126 ExplodeField[ex][ey] = mode;
2130 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2132 int center_element = Feld[ex][ey];
2135 /* --- This is only really needed (and now handled) in "Impact()". --- */
2136 /* do not explode moving elements that left the explode field in time */
2137 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) &&
2138 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2142 if (mode == EX_NORMAL || mode == EX_CENTER)
2143 PlaySoundLevelAction(ex, ey, ACTION_EXPLODING);
2145 /* remove things displayed in background while burning dynamite */
2146 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2149 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2151 /* put moving element to center field (and let it explode there) */
2152 center_element = MovingOrBlocked2Element(ex, ey);
2153 RemoveMovingField(ex, ey);
2154 Feld[ex][ey] = center_element;
2157 for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++)
2159 int xx = x - ex + 1;
2160 int yy = y - ey + 1;
2163 if (!IN_LEV_FIELD(x, y) ||
2164 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2165 (x != ex || y != ey)))
2168 element = Feld[x][y];
2170 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2172 element = MovingOrBlocked2Element(x, y);
2174 if (!IS_EXPLOSION_PROOF(element))
2175 RemoveMovingField(x, y);
2181 if (IS_EXPLOSION_PROOF(element))
2184 /* indestructible elements can only explode in center (but not flames) */
2185 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2186 element == EL_FLAMES)
2191 if ((IS_INDESTRUCTIBLE(element) &&
2192 (game.engine_version < VERSION_IDENT(2,2,0) ||
2193 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2194 element == EL_FLAMES)
2198 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2200 if (IS_ACTIVE_BOMB(element))
2202 /* re-activate things under the bomb like gate or penguin */
2203 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2210 /* save walkable background elements while explosion on same tile */
2212 if (IS_INDESTRUCTIBLE(element))
2213 Back[x][y] = element;
2215 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2216 Back[x][y] = element;
2219 /* ignite explodable elements reached by other explosion */
2220 if (element == EL_EXPLOSION)
2221 element = Store2[x][y];
2224 if (AmoebaNr[x][y] &&
2225 (element == EL_AMOEBA_FULL ||
2226 element == EL_BD_AMOEBA ||
2227 element == EL_AMOEBA_GROWING))
2229 AmoebaCnt[AmoebaNr[x][y]]--;
2230 AmoebaCnt2[AmoebaNr[x][y]]--;
2236 if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey))
2238 switch(StorePlayer[ex][ey])
2241 Store[x][y] = EL_EMERALD_RED;
2244 Store[x][y] = EL_EMERALD;
2247 Store[x][y] = EL_EMERALD_PURPLE;
2251 Store[x][y] = EL_EMERALD_YELLOW;
2255 if (game.emulation == EMU_SUPAPLEX)
2256 Store[x][y] = EL_EMPTY;
2258 else if (center_element == EL_MOLE)
2259 Store[x][y] = EL_EMERALD_RED;
2260 else if (center_element == EL_PENGUIN)
2261 Store[x][y] = EL_EMERALD_PURPLE;
2262 else if (center_element == EL_BUG)
2263 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2264 else if (center_element == EL_BD_BUTTERFLY)
2265 Store[x][y] = EL_BD_DIAMOND;
2266 else if (center_element == EL_SP_ELECTRON)
2267 Store[x][y] = EL_SP_INFOTRON;
2268 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2269 Store[x][y] = level.amoeba_content;
2270 else if (center_element == EL_YAMYAM)
2271 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2272 else if (IS_CUSTOM_ELEMENT(center_element) &&
2273 element_info[center_element].content[xx][yy] != EL_EMPTY)
2274 Store[x][y] = element_info[center_element].content[xx][yy];
2275 else if (element == EL_WALL_EMERALD)
2276 Store[x][y] = EL_EMERALD;
2277 else if (element == EL_WALL_DIAMOND)
2278 Store[x][y] = EL_DIAMOND;
2279 else if (element == EL_WALL_BD_DIAMOND)
2280 Store[x][y] = EL_BD_DIAMOND;
2281 else if (element == EL_WALL_EMERALD_YELLOW)
2282 Store[x][y] = EL_EMERALD_YELLOW;
2283 else if (element == EL_WALL_EMERALD_RED)
2284 Store[x][y] = EL_EMERALD_RED;
2285 else if (element == EL_WALL_EMERALD_PURPLE)
2286 Store[x][y] = EL_EMERALD_PURPLE;
2287 else if (element == EL_WALL_PEARL)
2288 Store[x][y] = EL_PEARL;
2289 else if (element == EL_WALL_CRYSTAL)
2290 Store[x][y] = EL_CRYSTAL;
2291 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2292 Store[x][y] = element_info[element].content[1][1];
2294 Store[x][y] = EL_EMPTY;
2296 if (x != ex || y != ey ||
2297 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2298 Store2[x][y] = element;
2301 if (AmoebaNr[x][y] &&
2302 (element == EL_AMOEBA_FULL ||
2303 element == EL_BD_AMOEBA ||
2304 element == EL_AMOEBA_GROWING))
2306 AmoebaCnt[AmoebaNr[x][y]]--;
2307 AmoebaCnt2[AmoebaNr[x][y]]--;
2313 MovDir[x][y] = MovPos[x][y] = 0;
2318 Feld[x][y] = EL_EXPLOSION;
2320 GfxElement[x][y] = center_element;
2322 GfxElement[x][y] = EL_UNDEFINED;
2325 ExplodePhase[x][y] = 1;
2329 if (center_element == EL_YAMYAM)
2330 game.yamyam_content_nr =
2331 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2342 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2346 /* activate this even in non-DEBUG version until cause for crash in
2347 getGraphicAnimationFrame() (see below) is found and eliminated */
2351 if (GfxElement[x][y] == EL_UNDEFINED)
2354 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2355 printf("Explode(): This should never happen!\n");
2358 GfxElement[x][y] = EL_EMPTY;
2362 if (phase == first_phase_after_start)
2364 int element = Store2[x][y];
2366 if (element == EL_BLACK_ORB)
2368 Feld[x][y] = Store2[x][y];
2373 else if (phase == half_phase)
2375 int element = Store2[x][y];
2377 if (IS_PLAYER(x, y))
2378 KillHeroUnlessProtected(x, y);
2379 else if (CAN_EXPLODE_BY_FIRE(element))
2381 Feld[x][y] = Store2[x][y];
2385 else if (element == EL_AMOEBA_TO_DIAMOND)
2386 AmoebeUmwandeln(x, y);
2389 if (phase == last_phase)
2393 element = Feld[x][y] = Store[x][y];
2394 Store[x][y] = Store2[x][y] = 0;
2395 GfxElement[x][y] = EL_UNDEFINED;
2397 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2398 element = Feld[x][y] = Back[x][y];
2401 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
2402 ChangeDelay[x][y] = 0;
2403 ChangePage[x][y] = -1;
2405 InitField(x, y, FALSE);
2406 if (CAN_MOVE(element))
2408 DrawLevelField(x, y);
2410 TestIfElementTouchesCustomElement(x, y);
2412 if (GFX_CRUMBLED(element))
2413 DrawLevelFieldCrumbledSandNeighbours(x, y);
2415 if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present)
2416 StorePlayer[x][y] = 0;
2418 if (ELEM_IS_PLAYER(element))
2419 RelocatePlayer(x, y, element);
2421 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2424 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2426 int stored = Store[x][y];
2427 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2428 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2431 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2434 DrawLevelFieldCrumbledSand(x, y);
2436 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2438 DrawLevelElement(x, y, Back[x][y]);
2439 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2441 else if (IS_WALKABLE_UNDER(Back[x][y]))
2443 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2444 DrawLevelElementThruMask(x, y, Back[x][y]);
2446 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2447 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2451 void DynaExplode(int ex, int ey)
2454 int dynabomb_size = 1;
2455 boolean dynabomb_xl = FALSE;
2456 struct PlayerInfo *player;
2457 static int xy[4][2] =
2465 if (IS_ACTIVE_BOMB(Feld[ex][ey]))
2467 player = &stored_player[Feld[ex][ey] - EL_DYNABOMB_PLAYER_1_ACTIVE];
2468 dynabomb_size = player->dynabomb_size;
2469 dynabomb_xl = player->dynabomb_xl;
2470 player->dynabombs_left++;
2473 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2477 for (j=1; j<=dynabomb_size; j++)
2479 int x = ex + j * xy[i % 4][0];
2480 int y = ey + j * xy[i % 4][1];
2483 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2486 element = Feld[x][y];
2488 /* do not restart explosions of fields with active bombs */
2489 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2492 Explode(x, y, EX_PHASE_START, EX_BORDER);
2494 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2495 if (element != EL_EMPTY &&
2496 element != EL_SAND &&
2497 element != EL_EXPLOSION &&
2504 void Bang(int x, int y)
2507 int element = MovingOrBlocked2Element(x, y);
2509 int element = Feld[x][y];
2513 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y))
2515 if (IS_PLAYER(x, y))
2518 struct PlayerInfo *player = PLAYERINFO(x, y);
2520 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2521 player->element_nr);
2526 PlaySoundLevelAction(x, y, ACTION_EXPLODING);
2528 if (game.emulation == EMU_SUPAPLEX)
2529 PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING);
2531 PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING);
2536 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
2544 case EL_BD_BUTTERFLY:
2547 case EL_DARK_YAMYAM:
2551 RaiseScoreElement(element);
2552 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2554 case EL_DYNABOMB_PLAYER_1_ACTIVE:
2555 case EL_DYNABOMB_PLAYER_2_ACTIVE:
2556 case EL_DYNABOMB_PLAYER_3_ACTIVE:
2557 case EL_DYNABOMB_PLAYER_4_ACTIVE:
2558 case EL_DYNABOMB_INCREASE_NUMBER:
2559 case EL_DYNABOMB_INCREASE_SIZE:
2560 case EL_DYNABOMB_INCREASE_POWER:
2565 case EL_LAMP_ACTIVE:
2566 if (IS_PLAYER(x, y))
2567 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2569 Explode(x, y, EX_PHASE_START, EX_CENTER);
2572 if (CAN_EXPLODE_1X1(element))
2573 Explode(x, y, EX_PHASE_START, EX_CENTER);
2575 Explode(x, y, EX_PHASE_START, EX_NORMAL);
2579 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
2582 void SplashAcid(int x, int y)
2584 int element = Feld[x][y];
2586 if (element != EL_ACID_SPLASH_LEFT &&
2587 element != EL_ACID_SPLASH_RIGHT)
2589 PlaySoundLevel(x, y, SND_ACID_SPLASHING);
2591 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
2592 (!IN_LEV_FIELD(x-1, y-1) ||
2593 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
2594 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
2596 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
2597 (!IN_LEV_FIELD(x+1, y-1) ||
2598 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
2599 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
2603 static void InitBeltMovement()
2605 static int belt_base_element[4] =
2607 EL_CONVEYOR_BELT_1_LEFT,
2608 EL_CONVEYOR_BELT_2_LEFT,
2609 EL_CONVEYOR_BELT_3_LEFT,
2610 EL_CONVEYOR_BELT_4_LEFT
2612 static int belt_base_active_element[4] =
2614 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2615 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2616 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2617 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2622 /* set frame order for belt animation graphic according to belt direction */
2629 int element = belt_base_active_element[belt_nr] + j;
2630 int graphic = el2img(element);
2632 if (game.belt_dir[i] == MV_LEFT)
2633 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2635 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2639 for(y=0; y<lev_fieldy; y++)
2641 for(x=0; x<lev_fieldx; x++)
2643 int element = Feld[x][y];
2647 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
2649 int e_belt_nr = getBeltNrFromBeltElement(element);
2652 if (e_belt_nr == belt_nr)
2654 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
2656 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
2664 static void ToggleBeltSwitch(int x, int y)
2666 static int belt_base_element[4] =
2668 EL_CONVEYOR_BELT_1_LEFT,
2669 EL_CONVEYOR_BELT_2_LEFT,
2670 EL_CONVEYOR_BELT_3_LEFT,
2671 EL_CONVEYOR_BELT_4_LEFT
2673 static int belt_base_active_element[4] =
2675 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
2676 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
2677 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
2678 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
2680 static int belt_base_switch_element[4] =
2682 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
2683 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
2684 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
2685 EL_CONVEYOR_BELT_4_SWITCH_LEFT
2687 static int belt_move_dir[4] =
2695 int element = Feld[x][y];
2696 int belt_nr = getBeltNrFromBeltSwitchElement(element);
2697 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
2698 int belt_dir = belt_move_dir[belt_dir_nr];
2701 if (!IS_BELT_SWITCH(element))
2704 game.belt_dir_nr[belt_nr] = belt_dir_nr;
2705 game.belt_dir[belt_nr] = belt_dir;
2707 if (belt_dir_nr == 3)
2710 /* set frame order for belt animation graphic according to belt direction */
2713 int element = belt_base_active_element[belt_nr] + i;
2714 int graphic = el2img(element);
2716 if (belt_dir == MV_LEFT)
2717 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
2719 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
2722 for (yy=0; yy<lev_fieldy; yy++)
2724 for (xx=0; xx<lev_fieldx; xx++)
2726 int element = Feld[xx][yy];
2728 if (IS_BELT_SWITCH(element))
2730 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
2732 if (e_belt_nr == belt_nr)
2734 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
2735 DrawLevelField(xx, yy);
2738 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
2740 int e_belt_nr = getBeltNrFromBeltElement(element);
2742 if (e_belt_nr == belt_nr)
2744 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
2746 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
2747 DrawLevelField(xx, yy);
2750 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
2752 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
2754 if (e_belt_nr == belt_nr)
2756 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
2758 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
2759 DrawLevelField(xx, yy);
2766 static void ToggleSwitchgateSwitch(int x, int y)
2770 game.switchgate_pos = !game.switchgate_pos;
2772 for (yy=0; yy<lev_fieldy; yy++)
2774 for (xx=0; xx<lev_fieldx; xx++)
2776 int element = Feld[xx][yy];
2778 if (element == EL_SWITCHGATE_SWITCH_UP ||
2779 element == EL_SWITCHGATE_SWITCH_DOWN)
2781 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2782 DrawLevelField(xx, yy);
2784 else if (element == EL_SWITCHGATE_OPEN ||
2785 element == EL_SWITCHGATE_OPENING)
2787 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
2789 PlaySoundLevelAction(xx, yy, ACTION_CLOSING);
2791 PlaySoundLevel(xx, yy, SND_SWITCHGATE_CLOSING);
2794 else if (element == EL_SWITCHGATE_CLOSED ||
2795 element == EL_SWITCHGATE_CLOSING)
2797 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
2799 PlaySoundLevelAction(xx, yy, ACTION_OPENING);
2801 PlaySoundLevel(xx, yy, SND_SWITCHGATE_OPENING);
2808 static int getInvisibleActiveFromInvisibleElement(int element)
2810 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
2811 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
2812 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
2816 static int getInvisibleFromInvisibleActiveElement(int element)
2818 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
2819 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
2820 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
2824 static void RedrawAllLightSwitchesAndInvisibleElements()
2828 for (y=0; y<lev_fieldy; y++)
2830 for (x=0; x<lev_fieldx; x++)
2832 int element = Feld[x][y];
2834 if (element == EL_LIGHT_SWITCH &&
2835 game.light_time_left > 0)
2837 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
2838 DrawLevelField(x, y);
2840 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
2841 game.light_time_left == 0)
2843 Feld[x][y] = EL_LIGHT_SWITCH;
2844 DrawLevelField(x, y);
2846 else if (element == EL_INVISIBLE_STEELWALL ||
2847 element == EL_INVISIBLE_WALL ||
2848 element == EL_INVISIBLE_SAND)
2850 if (game.light_time_left > 0)
2851 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
2853 DrawLevelField(x, y);
2855 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
2856 element == EL_INVISIBLE_WALL_ACTIVE ||
2857 element == EL_INVISIBLE_SAND_ACTIVE)
2859 if (game.light_time_left == 0)
2860 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
2862 DrawLevelField(x, y);
2868 static void ToggleLightSwitch(int x, int y)
2870 int element = Feld[x][y];
2872 game.light_time_left =
2873 (element == EL_LIGHT_SWITCH ?
2874 level.time_light * FRAMES_PER_SECOND : 0);
2876 RedrawAllLightSwitchesAndInvisibleElements();
2879 static void ActivateTimegateSwitch(int x, int y)
2883 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
2885 for (yy=0; yy<lev_fieldy; yy++)
2887 for (xx=0; xx<lev_fieldx; xx++)
2889 int element = Feld[xx][yy];
2891 if (element == EL_TIMEGATE_CLOSED ||
2892 element == EL_TIMEGATE_CLOSING)
2894 Feld[xx][yy] = EL_TIMEGATE_OPENING;
2895 PlaySoundLevel(xx, yy, SND_TIMEGATE_OPENING);
2899 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
2901 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
2902 DrawLevelField(xx, yy);
2909 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
2912 inline static int getElementMoveStepsize(int x, int y)
2914 int element = Feld[x][y];
2915 int direction = MovDir[x][y];
2916 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2917 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2918 int horiz_move = (dx != 0);
2919 int sign = (horiz_move ? dx : dy);
2920 int step = sign * element_info[element].move_stepsize;
2922 /* special values for move stepsize for spring and things on conveyor belt */
2925 if (CAN_FALL(element) &&
2926 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2927 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2928 else if (element == EL_SPRING)
2929 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2935 void Impact(int x, int y)
2937 boolean lastline = (y == lev_fieldy-1);
2938 boolean object_hit = FALSE;
2939 boolean impact = (lastline || object_hit);
2940 int element = Feld[x][y];
2941 int smashed = EL_UNDEFINED;
2943 if (!lastline) /* check if element below was hit */
2945 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
2948 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
2949 MovDir[x][y + 1] != MV_DOWN ||
2950 MovPos[x][y + 1] <= TILEY / 2));
2952 /* do not smash moving elements that left the smashed field in time */
2953 if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
2954 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
2958 smashed = MovingOrBlocked2Element(x, y + 1);
2960 impact = (lastline || object_hit);
2963 if (!lastline && smashed == EL_ACID) /* element falls into acid */
2969 /* only reset graphic animation if graphic really changes after impact */
2971 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
2973 ResetGfxAnimation(x, y);
2974 DrawLevelField(x, y);
2977 if (impact && CAN_EXPLODE_IMPACT(element))
2982 else if (impact && element == EL_PEARL)
2984 Feld[x][y] = EL_PEARL_BREAKING;
2985 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
2988 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
2990 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
2995 if (impact && element == EL_AMOEBA_DROP)
2997 if (object_hit && IS_PLAYER(x, y + 1))
2998 KillHeroUnlessProtected(x, y + 1);
2999 else if (object_hit && smashed == EL_PENGUIN)
3003 Feld[x][y] = EL_AMOEBA_GROWING;
3004 Store[x][y] = EL_AMOEBA_WET;
3006 ResetRandomAnimationValue(x, y);
3011 if (object_hit) /* check which object was hit */
3013 if (CAN_PASS_MAGIC_WALL(element) &&
3014 (smashed == EL_MAGIC_WALL ||
3015 smashed == EL_BD_MAGIC_WALL))
3018 int activated_magic_wall =
3019 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3020 EL_BD_MAGIC_WALL_ACTIVE);
3022 /* activate magic wall / mill */
3023 for (yy=0; yy<lev_fieldy; yy++)
3024 for (xx=0; xx<lev_fieldx; xx++)
3025 if (Feld[xx][yy] == smashed)
3026 Feld[xx][yy] = activated_magic_wall;
3028 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3029 game.magic_wall_active = TRUE;
3031 PlaySoundLevel(x, y, (smashed == EL_MAGIC_WALL ?
3032 SND_MAGIC_WALL_ACTIVATING :
3033 SND_BD_MAGIC_WALL_ACTIVATING));
3036 if (IS_PLAYER(x, y + 1))
3038 if (CAN_SMASH_PLAYER(element))
3040 KillHeroUnlessProtected(x, y + 1);
3044 else if (smashed == EL_PENGUIN)
3046 if (CAN_SMASH_PLAYER(element))
3052 else if (element == EL_BD_DIAMOND)
3054 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3060 else if ((element == EL_SP_INFOTRON ||
3061 element == EL_SP_ZONK) &&
3062 (smashed == EL_SP_SNIKSNAK ||
3063 smashed == EL_SP_ELECTRON ||
3064 smashed == EL_SP_DISK_ORANGE))
3070 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3076 else if (CAN_SMASH_EVERYTHING(element))
3078 if (IS_CLASSIC_ENEMY(smashed) ||
3079 CAN_EXPLODE_SMASHED(smashed))
3084 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3086 if (smashed == EL_LAMP ||
3087 smashed == EL_LAMP_ACTIVE)
3092 else if (smashed == EL_NUT)
3094 Feld[x][y + 1] = EL_NUT_BREAKING;
3095 PlaySoundLevel(x, y, SND_NUT_BREAKING);
3096 RaiseScoreElement(EL_NUT);
3099 else if (smashed == EL_PEARL)
3101 Feld[x][y + 1] = EL_PEARL_BREAKING;
3102 PlaySoundLevel(x, y, SND_PEARL_BREAKING);
3105 else if (smashed == EL_DIAMOND)
3107 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3108 PlaySoundLevel(x, y, SND_DIAMOND_BREAKING);
3111 else if (IS_BELT_SWITCH(smashed))
3113 ToggleBeltSwitch(x, y + 1);
3115 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3116 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3118 ToggleSwitchgateSwitch(x, y + 1);
3120 else if (smashed == EL_LIGHT_SWITCH ||
3121 smashed == EL_LIGHT_SWITCH_ACTIVE)
3123 ToggleLightSwitch(x, y + 1);
3127 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3129 CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3130 CE_OTHER_IS_SWITCHING);
3131 CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3137 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3142 /* play sound of magic wall / mill */
3144 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3145 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3147 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3148 PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING);
3149 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3150 PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING);
3155 /* play sound of object that hits the ground */
3156 if (lastline || object_hit)
3157 PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT);
3160 void TurnRound(int x, int y)
3172 { 0, 0 }, { 0, 0 }, { 0, 0 },
3177 int left, right, back;
3181 { MV_DOWN, MV_UP, MV_RIGHT },
3182 { MV_UP, MV_DOWN, MV_LEFT },
3184 { MV_LEFT, MV_RIGHT, MV_DOWN },
3188 { MV_RIGHT, MV_LEFT, MV_UP }
3191 int element = Feld[x][y];
3192 int old_move_dir = MovDir[x][y];
3193 int left_dir = turn[old_move_dir].left;
3194 int right_dir = turn[old_move_dir].right;
3195 int back_dir = turn[old_move_dir].back;
3197 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3198 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3199 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3200 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3202 int left_x = x + left_dx, left_y = y + left_dy;
3203 int right_x = x + right_dx, right_y = y + right_dy;
3204 int move_x = x + move_dx, move_y = y + move_dy;
3208 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3210 TestIfBadThingTouchesOtherBadThing(x, y);
3212 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3213 MovDir[x][y] = right_dir;
3214 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3215 MovDir[x][y] = left_dir;
3217 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3219 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3222 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3223 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3225 TestIfBadThingTouchesOtherBadThing(x, y);
3227 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3228 MovDir[x][y] = left_dir;
3229 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3230 MovDir[x][y] = right_dir;
3232 if ((element == EL_SPACESHIP ||
3233 element == EL_SP_SNIKSNAK ||
3234 element == EL_SP_ELECTRON)
3235 && MovDir[x][y] != old_move_dir)
3237 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3240 else if (element == EL_YAMYAM)
3242 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3243 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3245 if (can_turn_left && can_turn_right)
3246 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3247 else if (can_turn_left)
3248 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3249 else if (can_turn_right)
3250 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3252 MovDir[x][y] = back_dir;
3254 MovDelay[x][y] = 16 + 16 * RND(3);
3256 else if (element == EL_DARK_YAMYAM)
3258 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3259 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3261 if (can_turn_left && can_turn_right)
3262 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3263 else if (can_turn_left)
3264 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3265 else if (can_turn_right)
3266 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3268 MovDir[x][y] = back_dir;
3270 MovDelay[x][y] = 16 + 16 * RND(3);
3272 else if (element == EL_PACMAN)
3274 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3275 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3277 if (can_turn_left && can_turn_right)
3278 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3279 else if (can_turn_left)
3280 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3281 else if (can_turn_right)
3282 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3284 MovDir[x][y] = back_dir;
3286 MovDelay[x][y] = 6 + RND(40);
3288 else if (element == EL_PIG)
3290 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3291 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3292 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3293 boolean should_turn_left, should_turn_right, should_move_on;
3295 int rnd = RND(rnd_value);
3297 should_turn_left = (can_turn_left &&
3299 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3300 y + back_dy + left_dy)));
3301 should_turn_right = (can_turn_right &&
3303 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3304 y + back_dy + right_dy)));
3305 should_move_on = (can_move_on &&
3308 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3309 y + move_dy + left_dy) ||
3310 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3311 y + move_dy + right_dy)));
3313 if (should_turn_left || should_turn_right || should_move_on)
3315 if (should_turn_left && should_turn_right && should_move_on)
3316 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3317 rnd < 2 * rnd_value / 3 ? right_dir :
3319 else if (should_turn_left && should_turn_right)
3320 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3321 else if (should_turn_left && should_move_on)
3322 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3323 else if (should_turn_right && should_move_on)
3324 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3325 else if (should_turn_left)
3326 MovDir[x][y] = left_dir;
3327 else if (should_turn_right)
3328 MovDir[x][y] = right_dir;
3329 else if (should_move_on)
3330 MovDir[x][y] = old_move_dir;
3332 else if (can_move_on && rnd > rnd_value / 8)
3333 MovDir[x][y] = old_move_dir;
3334 else if (can_turn_left && can_turn_right)
3335 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3336 else if (can_turn_left && rnd > rnd_value / 8)
3337 MovDir[x][y] = left_dir;
3338 else if (can_turn_right && rnd > rnd_value/8)
3339 MovDir[x][y] = right_dir;
3341 MovDir[x][y] = back_dir;
3343 xx = x + move_xy[MovDir[x][y]].x;
3344 yy = y + move_xy[MovDir[x][y]].y;
3346 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3347 MovDir[x][y] = old_move_dir;
3351 else if (element == EL_DRAGON)
3353 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3354 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3355 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3357 int rnd = RND(rnd_value);
3359 if (can_move_on && rnd > rnd_value / 8)
3360 MovDir[x][y] = old_move_dir;
3361 else if (can_turn_left && can_turn_right)
3362 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3363 else if (can_turn_left && rnd > rnd_value / 8)
3364 MovDir[x][y] = left_dir;
3365 else if (can_turn_right && rnd > rnd_value / 8)
3366 MovDir[x][y] = right_dir;
3368 MovDir[x][y] = back_dir;
3370 xx = x + move_xy[MovDir[x][y]].x;
3371 yy = y + move_xy[MovDir[x][y]].y;
3373 if (!IS_FREE(xx, yy))
3374 MovDir[x][y] = old_move_dir;
3378 else if (element == EL_MOLE)
3380 boolean can_move_on =
3381 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3382 IS_AMOEBOID(Feld[move_x][move_y]) ||
3383 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3386 boolean can_turn_left =
3387 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3388 IS_AMOEBOID(Feld[left_x][left_y])));
3390 boolean can_turn_right =
3391 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3392 IS_AMOEBOID(Feld[right_x][right_y])));
3394 if (can_turn_left && can_turn_right)
3395 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3396 else if (can_turn_left)
3397 MovDir[x][y] = left_dir;
3399 MovDir[x][y] = right_dir;
3402 if (MovDir[x][y] != old_move_dir)
3405 else if (element == EL_BALLOON)
3407 MovDir[x][y] = game.balloon_dir;
3410 else if (element == EL_SPRING)
3412 if (MovDir[x][y] & MV_HORIZONTAL &&
3413 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3414 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3415 MovDir[x][y] = MV_NO_MOVING;
3419 else if (element == EL_ROBOT ||
3420 element == EL_SATELLITE ||
3421 element == EL_PENGUIN)
3423 int attr_x = -1, attr_y = -1;
3434 for (i=0; i<MAX_PLAYERS; i++)
3436 struct PlayerInfo *player = &stored_player[i];
3437 int jx = player->jx, jy = player->jy;
3439 if (!player->active)
3443 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3451 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3457 if (element == EL_PENGUIN)
3460 static int xy[4][2] =
3470 int ex = x + xy[i % 4][0];
3471 int ey = y + xy[i % 4][1];
3473 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3482 MovDir[x][y] = MV_NO_MOVING;
3484 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
3485 else if (attr_x > x)
3486 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
3488 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
3489 else if (attr_y > y)
3490 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
3492 if (element == EL_ROBOT)
3496 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3497 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
3498 Moving2Blocked(x, y, &newx, &newy);
3500 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
3501 MovDelay[x][y] = 8 + 8 * !RND(3);
3503 MovDelay[x][y] = 16;
3505 else if (element == EL_PENGUIN)
3511 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3513 boolean first_horiz = RND(2);
3514 int new_move_dir = MovDir[x][y];
3517 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3518 Moving2Blocked(x, y, &newx, &newy);
3520 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3524 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3525 Moving2Blocked(x, y, &newx, &newy);
3527 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
3530 MovDir[x][y] = old_move_dir;
3534 else /* (element == EL_SATELLITE) */
3540 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3542 boolean first_horiz = RND(2);
3543 int new_move_dir = MovDir[x][y];
3546 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3547 Moving2Blocked(x, y, &newx, &newy);
3549 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3553 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3554 Moving2Blocked(x, y, &newx, &newy);
3556 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
3559 MovDir[x][y] = old_move_dir;
3564 else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS ||
3565 element_info[element].move_pattern == MV_TURNING_LEFT ||
3566 element_info[element].move_pattern == MV_TURNING_RIGHT)
3568 boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
3569 boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
3571 if (element_info[element].move_pattern == MV_TURNING_LEFT)
3572 MovDir[x][y] = left_dir;
3573 else if (element_info[element].move_pattern == MV_TURNING_RIGHT)
3574 MovDir[x][y] = right_dir;
3575 else if (can_turn_left && can_turn_right)
3576 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3577 else if (can_turn_left)
3578 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3579 else if (can_turn_right)
3580 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3582 MovDir[x][y] = back_dir;
3584 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3586 else if (element_info[element].move_pattern == MV_HORIZONTAL ||
3587 element_info[element].move_pattern == MV_VERTICAL)
3589 if (element_info[element].move_pattern & old_move_dir)
3590 MovDir[x][y] = back_dir;
3591 else if (element_info[element].move_pattern == MV_HORIZONTAL)
3592 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3593 else if (element_info[element].move_pattern == MV_VERTICAL)
3594 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3596 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3598 else if (element_info[element].move_pattern & MV_ANY_DIRECTION)
3600 MovDir[x][y] = element_info[element].move_pattern;
3601 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3603 else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE)
3605 if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
3606 MovDir[x][y] = left_dir;
3607 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3608 MovDir[x][y] = right_dir;
3610 if (MovDir[x][y] != old_move_dir)
3611 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3613 else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE)
3615 if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
3616 MovDir[x][y] = right_dir;
3617 else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
3618 MovDir[x][y] = left_dir;
3620 if (MovDir[x][y] != old_move_dir)
3621 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3623 else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER ||
3624 element_info[element].move_pattern == MV_AWAY_FROM_PLAYER)
3626 int attr_x = -1, attr_y = -1;
3629 (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER);
3640 for (i=0; i<MAX_PLAYERS; i++)
3642 struct PlayerInfo *player = &stored_player[i];
3643 int jx = player->jx, jy = player->jy;
3645 if (!player->active)
3649 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3657 MovDir[x][y] = MV_NO_MOVING;
3659 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
3660 else if (attr_x > x)
3661 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
3663 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
3664 else if (attr_y > y)
3665 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
3667 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
3669 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
3671 boolean first_horiz = RND(2);
3672 int new_move_dir = MovDir[x][y];
3675 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3676 Moving2Blocked(x, y, &newx, &newy);
3678 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3682 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
3683 Moving2Blocked(x, y, &newx, &newy);
3685 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy))
3688 MovDir[x][y] = old_move_dir;
3691 else if (element_info[element].move_pattern == MV_WHEN_PUSHED)
3693 if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
3694 MovDir[x][y] = MV_NO_MOVING;
3700 static boolean JustBeingPushed(int x, int y)
3704 for (i=0; i<MAX_PLAYERS; i++)
3706 struct PlayerInfo *player = &stored_player[i];
3708 if (player->active && player->Pushing && player->MovPos)
3710 int next_jx = player->jx + (player->jx - player->last_jx);
3711 int next_jy = player->jy + (player->jy - player->last_jy);
3713 if (x == next_jx && y == next_jy)
3721 void StartMoving(int x, int y)
3723 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
3724 boolean started_moving = FALSE; /* some elements can fall _and_ move */
3725 int element = Feld[x][y];
3730 /* !!! this should be handled more generic (not only for mole) !!! */
3731 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
3732 GfxAction[x][y] = ACTION_DEFAULT;
3734 if (CAN_FALL(element) && y < lev_fieldy - 1)
3736 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
3737 (x < lev_fieldx-1 && IS_PLAYER(x + 1, y)))
3738 if (JustBeingPushed(x, y))
3741 if (element == EL_QUICKSAND_FULL)
3743 if (IS_FREE(x, y + 1))
3745 InitMovingField(x, y, MV_DOWN);
3746 started_moving = TRUE;
3748 Feld[x][y] = EL_QUICKSAND_EMPTYING;
3749 Store[x][y] = EL_ROCK;
3751 PlaySoundLevelAction(x, y, ACTION_EMPTYING);
3753 PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING);
3756 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3758 if (!MovDelay[x][y])
3759 MovDelay[x][y] = TILEY + 1;
3768 Feld[x][y] = EL_QUICKSAND_EMPTY;
3769 Feld[x][y + 1] = EL_QUICKSAND_FULL;
3770 Store[x][y + 1] = Store[x][y];
3773 PlaySoundLevelAction(x, y, ACTION_FILLING);
3775 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3779 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
3780 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
3782 InitMovingField(x, y, MV_DOWN);
3783 started_moving = TRUE;
3785 Feld[x][y] = EL_QUICKSAND_FILLING;
3786 Store[x][y] = element;
3788 PlaySoundLevelAction(x, y, ACTION_FILLING);
3790 PlaySoundLevel(x, y, SND_QUICKSAND_FILLING);
3793 else if (element == EL_MAGIC_WALL_FULL)
3795 if (IS_FREE(x, y + 1))
3797 InitMovingField(x, y, MV_DOWN);
3798 started_moving = TRUE;
3800 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
3801 Store[x][y] = EL_CHANGED(Store[x][y]);
3803 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3805 if (!MovDelay[x][y])
3806 MovDelay[x][y] = TILEY/4 + 1;
3815 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
3816 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
3817 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
3821 else if (element == EL_BD_MAGIC_WALL_FULL)
3823 if (IS_FREE(x, y + 1))
3825 InitMovingField(x, y, MV_DOWN);
3826 started_moving = TRUE;
3828 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
3829 Store[x][y] = EL_CHANGED2(Store[x][y]);
3831 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3833 if (!MovDelay[x][y])
3834 MovDelay[x][y] = TILEY/4 + 1;
3843 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
3844 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
3845 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
3849 else if (CAN_PASS_MAGIC_WALL(element) &&
3850 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3851 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3853 InitMovingField(x, y, MV_DOWN);
3854 started_moving = TRUE;
3857 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
3858 EL_BD_MAGIC_WALL_FILLING);
3859 Store[x][y] = element;
3862 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
3864 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
3869 InitMovingField(x, y, MV_DOWN);
3870 started_moving = TRUE;
3872 Store[x][y] = EL_ACID;
3874 /* !!! TEST !!! better use "_FALLING" etc. !!! */
3875 GfxAction[x][y + 1] = ACTION_ACTIVE;
3881 /* TEST: bug where player gets not killed by falling rock ... */
3882 else if (CAN_SMASH(element) &&
3883 (Feld[x][y + 1] == EL_BLOCKED ||
3884 IS_PLAYER(x, y + 1)) &&
3885 JustStopped[x][y] && !Pushed[x][y + 1])
3889 else if (game.engine_version < RELEASE_IDENT(2,2,0,7) &&
3890 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3891 JustStopped[x][y] && !Pushed[x][y + 1])
3893 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
3899 /* calling "Impact()" here is not only completely unneccessary
3900 (because it already gets called from "ContinueMoving()" in
3901 all relevant situations), but also completely bullshit, because
3902 "JustStopped" also indicates a finished *horizontal* movement;
3903 we must keep this trash for backwards compatibility with older
3909 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
3911 if (MovDir[x][y] == MV_NO_MOVING)
3913 InitMovingField(x, y, MV_DOWN);
3914 started_moving = TRUE;
3917 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
3919 if (JustStopped[x][y]) /* prevent animation from being restarted */
3920 MovDir[x][y] = MV_DOWN;
3922 InitMovingField(x, y, MV_DOWN);
3923 started_moving = TRUE;
3925 else if (element == EL_AMOEBA_DROP)
3927 Feld[x][y] = EL_AMOEBA_GROWING;
3928 Store[x][y] = EL_AMOEBA_WET;
3930 /* Store[x][y + 1] must be zero, because:
3931 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
3934 #if OLD_GAME_BEHAVIOUR
3935 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
3937 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
3938 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3939 element != EL_DX_SUPABOMB)
3942 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
3943 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
3944 !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] &&
3945 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
3948 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
3949 (IS_FREE(x - 1, y + 1) ||
3950 Feld[x - 1][y + 1] == EL_ACID));
3951 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
3952 (IS_FREE(x + 1, y + 1) ||
3953 Feld[x + 1][y + 1] == EL_ACID));
3954 boolean can_fall_any = (can_fall_left || can_fall_right);
3955 boolean can_fall_both = (can_fall_left && can_fall_right);
3957 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
3959 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
3961 if (slippery_type == SLIPPERY_ONLY_LEFT)
3962 can_fall_right = FALSE;
3963 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
3964 can_fall_left = FALSE;
3965 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
3966 can_fall_right = FALSE;
3967 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
3968 can_fall_left = FALSE;
3970 can_fall_any = (can_fall_left || can_fall_right);
3971 can_fall_both = (can_fall_left && can_fall_right);
3976 if (can_fall_both &&
3977 (game.emulation != EMU_BOULDERDASH &&
3978 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
3979 can_fall_left = !(can_fall_right = RND(2));
3981 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
3982 started_moving = TRUE;
3985 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
3987 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
3988 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
3989 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
3990 int belt_dir = game.belt_dir[belt_nr];
3992 if ((belt_dir == MV_LEFT && left_is_free) ||
3993 (belt_dir == MV_RIGHT && right_is_free))
3995 InitMovingField(x, y, belt_dir);
3996 started_moving = TRUE;
3998 GfxAction[x][y] = ACTION_DEFAULT;
4003 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4004 if (CAN_MOVE(element) && !started_moving)
4009 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4012 if ((element == EL_SATELLITE ||
4013 element == EL_BALLOON ||
4014 element == EL_SPRING)
4015 && JustBeingPushed(x, y))
4021 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
4022 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
4024 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
4026 Moving2Blocked(x, y, &newx, &newy);
4027 if (Feld[newx][newy] == EL_BLOCKED)
4028 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
4033 if (!MovDelay[x][y]) /* start new movement phase */
4035 /* all objects that can change their move direction after each step
4036 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4038 if (element != EL_YAMYAM &&
4039 element != EL_DARK_YAMYAM &&
4040 element != EL_PACMAN &&
4041 !(element_info[element].move_pattern & MV_ANY_DIRECTION) &&
4042 element_info[element].move_pattern != MV_TURNING_LEFT &&
4043 element_info[element].move_pattern != MV_TURNING_RIGHT)
4047 if (MovDelay[x][y] && (element == EL_BUG ||
4048 element == EL_SPACESHIP ||
4049 element == EL_SP_SNIKSNAK ||
4050 element == EL_SP_ELECTRON ||
4051 element == EL_MOLE))
4052 DrawLevelField(x, y);
4056 if (MovDelay[x][y]) /* wait some time before next movement */
4061 if (element == EL_YAMYAM)
4064 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4065 DrawLevelElementAnimation(x, y, element);
4069 if (MovDelay[x][y]) /* element still has to wait some time */
4072 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4073 ResetGfxAnimation(x, y);
4075 GfxAction[x][y] = ACTION_WAITING;
4078 if (element == EL_ROBOT ||
4080 element == EL_PACMAN ||
4082 element == EL_YAMYAM ||
4083 element == EL_DARK_YAMYAM)
4086 DrawLevelElementAnimation(x, y, element);
4088 DrawLevelElementAnimationIfNeeded(x, y, element);
4090 PlaySoundLevelAction(x, y, ACTION_WAITING);
4092 else if (element == EL_SP_ELECTRON)
4093 DrawLevelElementAnimationIfNeeded(x, y, element);
4094 else if (element == EL_DRAGON)
4097 int dir = MovDir[x][y];
4098 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4099 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4100 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4101 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4102 dir == MV_UP ? IMG_FLAMES_1_UP :
4103 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4104 int frame = getGraphicAnimationFrame(graphic, -1);
4106 for (i=1; i<=3; i++)
4108 int xx = x + i*dx, yy = y + i*dy;
4109 int sx = SCREENX(xx), sy = SCREENY(yy);
4110 int flame_graphic = graphic + (i - 1);
4112 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4117 int flamed = MovingOrBlocked2Element(xx, yy);
4119 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed))
4122 RemoveMovingField(xx, yy);
4124 Feld[xx][yy] = EL_FLAMES;
4125 if (IN_SCR_FIELD(sx, sy))
4126 DrawGraphic(sx, sy, flame_graphic, frame);
4130 if (Feld[xx][yy] == EL_FLAMES)
4131 Feld[xx][yy] = EL_EMPTY;
4132 DrawLevelField(xx, yy);
4137 if (MovDelay[x][y]) /* element still has to wait some time */
4139 PlaySoundLevelAction(x, y, ACTION_WAITING);
4144 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4145 for all other elements GfxAction will be set by InitMovingField() */
4146 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4147 GfxAction[x][y] = ACTION_MOVING;
4150 /* now make next step */
4152 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4154 if (DONT_COLLIDE_WITH(element) &&
4155 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4156 !PLAYER_PROTECTED(newx, newy))
4159 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4162 /* player killed by element which is deadly when colliding with */
4164 KillHero(PLAYERINFO(newx, newy));
4169 else if ((element == EL_PENGUIN ||
4170 element == EL_ROBOT ||
4171 element == EL_SATELLITE ||
4172 element == EL_BALLOON ||
4173 IS_CUSTOM_ELEMENT(element)) &&
4174 IN_LEV_FIELD(newx, newy) &&
4175 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4178 Store[x][y] = EL_ACID;
4180 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4182 if (Feld[newx][newy] == EL_EXIT_OPEN)
4184 Feld[x][y] = EL_EMPTY;
4185 DrawLevelField(x, y);
4187 PlaySoundLevel(newx, newy, SND_PENGUIN_PASSING);
4188 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4189 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4191 local_player->friends_still_needed--;
4192 if (!local_player->friends_still_needed &&
4193 !local_player->GameOver && AllPlayersGone)
4194 local_player->LevelSolved = local_player->GameOver = TRUE;
4198 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4200 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4201 DrawLevelField(newx, newy);
4203 MovDir[x][y] = MV_NO_MOVING;
4205 else if (!IS_FREE(newx, newy))
4207 GfxAction[x][y] = ACTION_WAITING;
4209 if (IS_PLAYER(x, y))
4210 DrawPlayerField(x, y);
4212 DrawLevelField(x, y);
4216 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4218 if (IS_FOOD_PIG(Feld[newx][newy]))
4220 if (IS_MOVING(newx, newy))
4221 RemoveMovingField(newx, newy);
4224 Feld[newx][newy] = EL_EMPTY;
4225 DrawLevelField(newx, newy);
4228 PlaySoundLevel(x, y, SND_PIG_DIGGING);
4230 else if (!IS_FREE(newx, newy))
4232 if (IS_PLAYER(x, y))
4233 DrawPlayerField(x, y);
4235 DrawLevelField(x, y);
4239 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
4241 if (!IS_FREE(newx, newy))
4243 if (IS_PLAYER(x, y))
4244 DrawPlayerField(x, y);
4246 DrawLevelField(x, y);
4251 boolean wanna_flame = !RND(10);
4252 int dx = newx - x, dy = newy - y;
4253 int newx1 = newx+1*dx, newy1 = newy+1*dy;
4254 int newx2 = newx+2*dx, newy2 = newy+2*dy;
4255 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
4256 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
4257 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
4258 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
4261 IS_CLASSIC_ENEMY(element1) ||
4262 IS_CLASSIC_ENEMY(element2)) &&
4263 element1 != EL_DRAGON && element2 != EL_DRAGON &&
4264 element1 != EL_FLAMES && element2 != EL_FLAMES)
4267 ResetGfxAnimation(x, y);
4268 GfxAction[x][y] = ACTION_ATTACKING;
4271 if (IS_PLAYER(x, y))
4272 DrawPlayerField(x, y);
4274 DrawLevelField(x, y);
4276 PlaySoundLevel(x, y, SND_DRAGON_ATTACKING);
4278 MovDelay[x][y] = 50;
4279 Feld[newx][newy] = EL_FLAMES;
4280 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
4281 Feld[newx1][newy1] = EL_FLAMES;
4282 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
4283 Feld[newx2][newy2] = EL_FLAMES;
4289 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4290 Feld[newx][newy] == EL_DIAMOND)
4292 if (IS_MOVING(newx, newy))
4293 RemoveMovingField(newx, newy);
4296 Feld[newx][newy] = EL_EMPTY;
4297 DrawLevelField(newx, newy);
4300 PlaySoundLevel(x, y, SND_YAMYAM_DIGGING);
4302 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
4303 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
4305 if (AmoebaNr[newx][newy])
4307 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4308 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4309 Feld[newx][newy] == EL_BD_AMOEBA)
4310 AmoebaCnt[AmoebaNr[newx][newy]]--;
4313 if (IS_MOVING(newx, newy))
4314 RemoveMovingField(newx, newy);
4317 Feld[newx][newy] = EL_EMPTY;
4318 DrawLevelField(newx, newy);
4321 PlaySoundLevel(x, y, SND_DARK_YAMYAM_DIGGING);
4323 else if ((element == EL_PACMAN || element == EL_MOLE)
4324 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
4326 if (AmoebaNr[newx][newy])
4328 AmoebaCnt2[AmoebaNr[newx][newy]]--;
4329 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
4330 Feld[newx][newy] == EL_BD_AMOEBA)
4331 AmoebaCnt[AmoebaNr[newx][newy]]--;
4334 if (element == EL_MOLE)
4336 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
4337 PlaySoundLevel(x, y, SND_MOLE_DIGGING);
4339 ResetGfxAnimation(x, y);
4340 GfxAction[x][y] = ACTION_DIGGING;
4341 DrawLevelField(x, y);
4343 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
4344 return; /* wait for shrinking amoeba */
4346 else /* element == EL_PACMAN */
4348 Feld[newx][newy] = EL_EMPTY;
4349 DrawLevelField(newx, newy);
4350 PlaySoundLevel(x, y, SND_PACMAN_DIGGING);
4353 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
4354 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
4355 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
4357 /* wait for shrinking amoeba to completely disappear */
4360 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
4362 /* object was running against a wall */
4367 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
4368 DrawLevelElementAnimation(x, y, element);
4370 if (element == EL_BUG ||
4371 element == EL_SPACESHIP ||
4372 element == EL_SP_SNIKSNAK)
4373 DrawLevelField(x, y);
4374 else if (element == EL_MOLE)
4375 DrawLevelField(x, y);
4376 else if (element == EL_BD_BUTTERFLY ||
4377 element == EL_BD_FIREFLY)
4378 DrawLevelElementAnimationIfNeeded(x, y, element);
4379 else if (element == EL_SATELLITE)
4380 DrawLevelElementAnimationIfNeeded(x, y, element);
4381 else if (element == EL_SP_ELECTRON)
4382 DrawLevelElementAnimationIfNeeded(x, y, element);
4385 if (DONT_TOUCH(element))
4386 TestIfBadThingTouchesHero(x, y);
4389 PlaySoundLevelAction(x, y, ACTION_WAITING);
4395 InitMovingField(x, y, MovDir[x][y]);
4397 PlaySoundLevelAction(x, y, ACTION_MOVING);
4401 ContinueMoving(x, y);
4404 void ContinueMoving(int x, int y)
4406 int element = Feld[x][y];
4407 int direction = MovDir[x][y];
4408 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4409 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4410 int newx = x + dx, newy = y + dy;
4411 int nextx = newx + dx, nexty = newy + dy;
4412 boolean pushed = Pushed[x][y];
4414 MovPos[x][y] += getElementMoveStepsize(x, y);
4416 if (pushed) /* special case: moving object pushed by player */
4417 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
4419 if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */
4421 Feld[x][y] = EL_EMPTY;
4422 Feld[newx][newy] = element;
4423 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
4425 if (element == EL_MOLE)
4427 Feld[x][y] = EL_SAND;
4429 DrawLevelFieldCrumbledSandNeighbours(x, y);
4431 else if (element == EL_QUICKSAND_FILLING)
4433 element = Feld[newx][newy] = get_next_element(element);
4434 Store[newx][newy] = Store[x][y];
4436 else if (element == EL_QUICKSAND_EMPTYING)
4438 Feld[x][y] = get_next_element(element);
4439 element = Feld[newx][newy] = Store[x][y];
4441 else if (element == EL_MAGIC_WALL_FILLING)
4443 element = Feld[newx][newy] = get_next_element(element);
4444 if (!game.magic_wall_active)
4445 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
4446 Store[newx][newy] = Store[x][y];
4448 else if (element == EL_MAGIC_WALL_EMPTYING)
4450 Feld[x][y] = get_next_element(element);
4451 if (!game.magic_wall_active)
4452 Feld[x][y] = EL_MAGIC_WALL_DEAD;
4453 element = Feld[newx][newy] = Store[x][y];
4455 else if (element == EL_BD_MAGIC_WALL_FILLING)
4457 element = Feld[newx][newy] = get_next_element(element);
4458 if (!game.magic_wall_active)
4459 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
4460 Store[newx][newy] = Store[x][y];
4462 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
4464 Feld[x][y] = get_next_element(element);
4465 if (!game.magic_wall_active)
4466 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
4467 element = Feld[newx][newy] = Store[x][y];
4469 else if (element == EL_AMOEBA_DROPPING)
4471 Feld[x][y] = get_next_element(element);
4472 element = Feld[newx][newy] = Store[x][y];
4474 else if (element == EL_SOKOBAN_OBJECT)
4477 Feld[x][y] = Back[x][y];
4479 if (Back[newx][newy])
4480 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
4482 Back[x][y] = Back[newx][newy] = 0;
4484 else if (Store[x][y] == EL_ACID)
4486 element = Feld[newx][newy] = EL_ACID;
4490 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
4491 MovDelay[newx][newy] = 0;
4493 /* copy element change control values to new field */
4494 ChangeDelay[newx][newy] = ChangeDelay[x][y];
4495 ChangePage[newx][newy] = ChangePage[x][y];
4496 Changed[newx][newy] = Changed[x][y];
4497 ChangeEvent[newx][newy] = ChangeEvent[x][y];
4499 ChangeDelay[x][y] = 0;
4500 ChangePage[x][y] = -1;
4501 Changed[x][y] = CE_BITMASK_DEFAULT;
4502 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
4504 /* copy animation control values to new field */
4505 GfxFrame[newx][newy] = GfxFrame[x][y];
4506 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
4507 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
4509 Pushed[x][y] = Pushed[newx][newy] = FALSE;
4511 ResetGfxAnimation(x, y); /* reset animation values for old field */
4514 /* 2.1.1 (does not work correctly for spring) */
4515 if (!CAN_MOVE(element))
4516 MovDir[newx][newy] = 0;
4520 /* (does not work for falling objects that slide horizontally) */
4521 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
4522 MovDir[newx][newy] = 0;
4525 if (!CAN_MOVE(element) ||
4526 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
4527 MovDir[newx][newy] = 0;
4530 if (!CAN_MOVE(element) ||
4531 (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN))
4532 MovDir[newx][newy] = 0;
4536 DrawLevelField(x, y);
4537 DrawLevelField(newx, newy);
4539 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
4541 /* prevent pushed element from moving on in pushed direction */
4542 if (pushed && CAN_MOVE(element) &&
4543 element_info[element].move_pattern & MV_ANY_DIRECTION &&
4544 !(element_info[element].move_pattern & MovDir[newx][newy]))
4545 TurnRound(newx, newy);
4547 if (!pushed) /* special case: moving object pushed by player */
4548 JustStopped[newx][newy] = 3;
4550 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
4552 TestIfBadThingTouchesHero(newx, newy);
4553 TestIfBadThingTouchesFriend(newx, newy);
4554 TestIfBadThingTouchesOtherBadThing(newx, newy);
4556 else if (element == EL_PENGUIN)
4557 TestIfFriendTouchesBadThing(newx, newy);
4559 if (CAN_FALL(element) && direction == MV_DOWN &&
4560 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
4564 TestIfElementTouchesCustomElement(x, y); /* for empty space */
4568 if (ChangePage[newx][newy] != -1) /* delayed change */
4569 ChangeElement(newx, newy, ChangePage[newx][newy]);
4572 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
4573 CheckElementSideChange(newx, newy, Feld[newx][newy], direction,
4576 TestIfPlayerTouchesCustomElement(newx, newy);
4577 TestIfElementTouchesCustomElement(newx, newy);
4579 else /* still moving on */
4581 DrawLevelField(x, y);
4585 int AmoebeNachbarNr(int ax, int ay)
4588 int element = Feld[ax][ay];
4590 static int xy[4][2] =
4600 int x = ax + xy[i][0];
4601 int y = ay + xy[i][1];
4603 if (!IN_LEV_FIELD(x, y))
4606 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
4607 group_nr = AmoebaNr[x][y];
4613 void AmoebenVereinigen(int ax, int ay)
4615 int i, x, y, xx, yy;
4616 int new_group_nr = AmoebaNr[ax][ay];
4617 static int xy[4][2] =
4625 if (new_group_nr == 0)
4633 if (!IN_LEV_FIELD(x, y))
4636 if ((Feld[x][y] == EL_AMOEBA_FULL ||
4637 Feld[x][y] == EL_BD_AMOEBA ||
4638 Feld[x][y] == EL_AMOEBA_DEAD) &&
4639 AmoebaNr[x][y] != new_group_nr)
4641 int old_group_nr = AmoebaNr[x][y];
4643 if (old_group_nr == 0)
4646 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
4647 AmoebaCnt[old_group_nr] = 0;
4648 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
4649 AmoebaCnt2[old_group_nr] = 0;
4651 for (yy=0; yy<lev_fieldy; yy++)
4653 for (xx=0; xx<lev_fieldx; xx++)
4655 if (AmoebaNr[xx][yy] == old_group_nr)
4656 AmoebaNr[xx][yy] = new_group_nr;
4663 void AmoebeUmwandeln(int ax, int ay)
4667 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
4669 int group_nr = AmoebaNr[ax][ay];
4674 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
4675 printf("AmoebeUmwandeln(): This should never happen!\n");
4680 for (y=0; y<lev_fieldy; y++)
4682 for (x=0; x<lev_fieldx; x++)
4684 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
4687 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
4691 PlaySoundLevel(ax, ay, (IS_GEM(level.amoeba_content) ?
4692 SND_AMOEBA_TURNING_TO_GEM :
4693 SND_AMOEBA_TURNING_TO_ROCK));
4698 static int xy[4][2] =
4711 if (!IN_LEV_FIELD(x, y))
4714 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
4716 PlaySoundLevel(x, y, (IS_GEM(level.amoeba_content) ?
4717 SND_AMOEBA_TURNING_TO_GEM :
4718 SND_AMOEBA_TURNING_TO_ROCK));
4725 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
4728 int group_nr = AmoebaNr[ax][ay];
4729 boolean done = FALSE;
4734 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
4735 printf("AmoebeUmwandelnBD(): This should never happen!\n");
4740 for (y=0; y<lev_fieldy; y++)
4742 for (x=0; x<lev_fieldx; x++)
4744 if (AmoebaNr[x][y] == group_nr &&
4745 (Feld[x][y] == EL_AMOEBA_DEAD ||
4746 Feld[x][y] == EL_BD_AMOEBA ||
4747 Feld[x][y] == EL_AMOEBA_GROWING))
4750 Feld[x][y] = new_element;
4751 InitField(x, y, FALSE);
4752 DrawLevelField(x, y);
4759 PlaySoundLevel(ax, ay, (new_element == EL_BD_ROCK ?
4760 SND_BD_AMOEBA_TURNING_TO_ROCK :
4761 SND_BD_AMOEBA_TURNING_TO_GEM));
4764 void AmoebeWaechst(int x, int y)
4766 static unsigned long sound_delay = 0;
4767 static unsigned long sound_delay_value = 0;
4769 if (!MovDelay[x][y]) /* start new growing cycle */
4773 if (DelayReached(&sound_delay, sound_delay_value))
4776 PlaySoundLevelElementAction(x, y, Store[x][y], ACTION_GROWING);
4778 if (Store[x][y] == EL_BD_AMOEBA)
4779 PlaySoundLevel(x, y, SND_BD_AMOEBA_GROWING);
4781 PlaySoundLevel(x, y, SND_AMOEBA_GROWING);
4783 sound_delay_value = 30;
4787 if (MovDelay[x][y]) /* wait some time before growing bigger */
4790 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4792 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
4793 6 - MovDelay[x][y]);
4795 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
4798 if (!MovDelay[x][y])
4800 Feld[x][y] = Store[x][y];
4802 DrawLevelField(x, y);
4807 void AmoebaDisappearing(int x, int y)
4809 static unsigned long sound_delay = 0;
4810 static unsigned long sound_delay_value = 0;
4812 if (!MovDelay[x][y]) /* start new shrinking cycle */
4816 if (DelayReached(&sound_delay, sound_delay_value))
4817 sound_delay_value = 30;
4820 if (MovDelay[x][y]) /* wait some time before shrinking */
4823 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4825 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
4826 6 - MovDelay[x][y]);
4828 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
4831 if (!MovDelay[x][y])
4833 Feld[x][y] = EL_EMPTY;
4834 DrawLevelField(x, y);
4836 /* don't let mole enter this field in this cycle;
4837 (give priority to objects falling to this field from above) */
4843 void AmoebeAbleger(int ax, int ay)
4846 int element = Feld[ax][ay];
4847 int graphic = el2img(element);
4848 int newax = ax, neway = ay;
4849 static int xy[4][2] =
4857 if (!level.amoeba_speed)
4859 Feld[ax][ay] = EL_AMOEBA_DEAD;
4860 DrawLevelField(ax, ay);
4864 if (IS_ANIMATED(graphic))
4865 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
4867 if (!MovDelay[ax][ay]) /* start making new amoeba field */
4868 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
4870 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
4873 if (MovDelay[ax][ay])
4877 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
4880 int x = ax + xy[start][0];
4881 int y = ay + xy[start][1];
4883 if (!IN_LEV_FIELD(x, y))
4886 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4887 if (IS_FREE(x, y) ||
4888 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4894 if (newax == ax && neway == ay)
4897 else /* normal or "filled" (BD style) amoeba */
4900 boolean waiting_for_player = FALSE;
4904 int j = (start + i) % 4;
4905 int x = ax + xy[j][0];
4906 int y = ay + xy[j][1];
4908 if (!IN_LEV_FIELD(x, y))
4911 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
4912 if (IS_FREE(x, y) ||
4913 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
4919 else if (IS_PLAYER(x, y))
4920 waiting_for_player = TRUE;
4923 if (newax == ax && neway == ay) /* amoeba cannot grow */
4925 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
4927 Feld[ax][ay] = EL_AMOEBA_DEAD;
4928 DrawLevelField(ax, ay);
4929 AmoebaCnt[AmoebaNr[ax][ay]]--;
4931 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
4933 if (element == EL_AMOEBA_FULL)
4934 AmoebeUmwandeln(ax, ay);
4935 else if (element == EL_BD_AMOEBA)
4936 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
4941 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
4943 /* amoeba gets larger by growing in some direction */
4945 int new_group_nr = AmoebaNr[ax][ay];
4948 if (new_group_nr == 0)
4950 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
4951 printf("AmoebeAbleger(): This should never happen!\n");
4956 AmoebaNr[newax][neway] = new_group_nr;
4957 AmoebaCnt[new_group_nr]++;
4958 AmoebaCnt2[new_group_nr]++;
4960 /* if amoeba touches other amoeba(s) after growing, unify them */
4961 AmoebenVereinigen(newax, neway);
4963 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
4965 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
4971 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
4972 (neway == lev_fieldy - 1 && newax != ax))
4974 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
4975 Store[newax][neway] = element;
4977 else if (neway == ay)
4979 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
4981 PlaySoundLevelAction(newax, neway, ACTION_GROWING);
4983 PlaySoundLevel(newax, neway, SND_AMOEBA_GROWING);
4988 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
4989 Feld[ax][ay] = EL_AMOEBA_DROPPING;
4990 Store[ax][ay] = EL_AMOEBA_DROP;
4991 ContinueMoving(ax, ay);
4995 DrawLevelField(newax, neway);
4998 void Life(int ax, int ay)
5001 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
5003 int element = Feld[ax][ay];
5004 int graphic = el2img(element);
5005 boolean changed = FALSE;
5007 if (IS_ANIMATED(graphic))
5008 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5013 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
5014 MovDelay[ax][ay] = life_time;
5016 if (MovDelay[ax][ay]) /* wait some time before next cycle */
5019 if (MovDelay[ax][ay])
5023 for (y1=-1; y1<2; y1++) for(x1=-1; x1<2; x1++)
5025 int xx = ax+x1, yy = ay+y1;
5028 if (!IN_LEV_FIELD(xx, yy))
5031 for (y2=-1; y2<2; y2++) for (x2=-1; x2<2; x2++)
5033 int x = xx+x2, y = yy+y2;
5035 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
5038 if (((Feld[x][y] == element ||
5039 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
5041 (IS_FREE(x, y) && Stop[x][y]))
5045 if (xx == ax && yy == ay) /* field in the middle */
5047 if (nachbarn < life[0] || nachbarn > life[1])
5049 Feld[xx][yy] = EL_EMPTY;
5051 DrawLevelField(xx, yy);
5052 Stop[xx][yy] = TRUE;
5056 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5057 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
5058 { /* free border field */
5059 if (nachbarn >= life[2] && nachbarn <= life[3])
5061 Feld[xx][yy] = element;
5062 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
5064 DrawLevelField(xx, yy);
5065 Stop[xx][yy] = TRUE;
5072 PlaySoundLevel(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5073 SND_GAME_OF_LIFE_GROWING);
5076 static void InitRobotWheel(int x, int y)
5078 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5081 static void RunRobotWheel(int x, int y)
5083 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVE);
5086 static void StopRobotWheel(int x, int y)
5088 if (ZX == x && ZY == y)
5092 static void InitTimegateWheel(int x, int y)
5094 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5097 static void RunTimegateWheel(int x, int y)
5099 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
5102 void CheckExit(int x, int y)
5104 if (local_player->gems_still_needed > 0 ||
5105 local_player->sokobanfields_still_needed > 0 ||
5106 local_player->lights_still_needed > 0)
5108 int element = Feld[x][y];
5109 int graphic = el2img(element);
5111 if (IS_ANIMATED(graphic))
5112 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5117 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5120 Feld[x][y] = EL_EXIT_OPENING;
5122 PlaySoundLevelNearest(x, y, SND_CLASS_EXIT_OPENING);
5125 void CheckExitSP(int x, int y)
5127 if (local_player->gems_still_needed > 0)
5129 int element = Feld[x][y];
5130 int graphic = el2img(element);
5132 if (IS_ANIMATED(graphic))
5133 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5138 if (AllPlayersGone) /* do not re-open exit door closed after last player */
5141 Feld[x][y] = EL_SP_EXIT_OPENING;
5143 PlaySoundLevelNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
5146 static void CloseAllOpenTimegates()
5150 for (y=0; y<lev_fieldy; y++)
5152 for (x=0; x<lev_fieldx; x++)
5154 int element = Feld[x][y];
5156 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
5158 Feld[x][y] = EL_TIMEGATE_CLOSING;
5160 PlaySoundLevelAction(x, y, ACTION_CLOSING);
5162 PlaySoundLevel(x, y, SND_TIMEGATE_CLOSING);
5169 void EdelsteinFunkeln(int x, int y)
5171 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
5174 if (Feld[x][y] == EL_BD_DIAMOND)
5177 if (MovDelay[x][y] == 0) /* next animation frame */
5178 MovDelay[x][y] = 11 * !SimpleRND(500);
5180 if (MovDelay[x][y] != 0) /* wait some time before next frame */
5184 if (setup.direct_draw && MovDelay[x][y])
5185 SetDrawtoField(DRAW_BUFFERED);
5187 DrawLevelElementAnimation(x, y, Feld[x][y]);
5189 if (MovDelay[x][y] != 0)
5191 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
5192 10 - MovDelay[x][y]);
5194 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
5196 if (setup.direct_draw)
5200 dest_x = FX + SCREENX(x) * TILEX;
5201 dest_y = FY + SCREENY(y) * TILEY;
5203 BlitBitmap(drawto_field, window,
5204 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
5205 SetDrawtoField(DRAW_DIRECT);
5211 void MauerWaechst(int x, int y)
5215 if (!MovDelay[x][y]) /* next animation frame */
5216 MovDelay[x][y] = 3 * delay;
5218 if (MovDelay[x][y]) /* wait some time before next frame */
5222 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5224 int graphic = el_dir2img(Feld[x][y], MovDir[x][y]);
5225 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
5227 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5230 if (!MovDelay[x][y])
5232 if (MovDir[x][y] == MV_LEFT)
5234 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
5235 DrawLevelField(x - 1, y);
5237 else if (MovDir[x][y] == MV_RIGHT)
5239 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
5240 DrawLevelField(x + 1, y);
5242 else if (MovDir[x][y] == MV_UP)
5244 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
5245 DrawLevelField(x, y - 1);
5249 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
5250 DrawLevelField(x, y + 1);
5253 Feld[x][y] = Store[x][y];
5255 MovDir[x][y] = MV_NO_MOVING;
5256 DrawLevelField(x, y);
5261 void MauerAbleger(int ax, int ay)
5263 int element = Feld[ax][ay];
5264 int graphic = el2img(element);
5265 boolean oben_frei = FALSE, unten_frei = FALSE;
5266 boolean links_frei = FALSE, rechts_frei = FALSE;
5267 boolean oben_massiv = FALSE, unten_massiv = FALSE;
5268 boolean links_massiv = FALSE, rechts_massiv = FALSE;
5269 boolean new_wall = FALSE;
5271 if (IS_ANIMATED(graphic))
5272 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5274 if (!MovDelay[ax][ay]) /* start building new wall */
5275 MovDelay[ax][ay] = 6;
5277 if (MovDelay[ax][ay]) /* wait some time before building new wall */
5280 if (MovDelay[ax][ay])
5284 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
5286 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
5288 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
5290 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
5293 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
5294 element == EL_EXPANDABLE_WALL_ANY)
5298 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
5299 Store[ax][ay-1] = element;
5300 MovDir[ax][ay-1] = MV_UP;
5301 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
5302 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
5303 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
5308 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
5309 Store[ax][ay+1] = element;
5310 MovDir[ax][ay+1] = MV_DOWN;
5311 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
5312 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
5313 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
5318 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5319 element == EL_EXPANDABLE_WALL_ANY ||
5320 element == EL_EXPANDABLE_WALL)
5324 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
5325 Store[ax-1][ay] = element;
5326 MovDir[ax-1][ay] = MV_LEFT;
5327 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
5328 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
5329 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
5335 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
5336 Store[ax+1][ay] = element;
5337 MovDir[ax+1][ay] = MV_RIGHT;
5338 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
5339 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
5340 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
5345 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
5346 DrawLevelField(ax, ay);
5348 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
5350 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
5351 unten_massiv = TRUE;
5352 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
5353 links_massiv = TRUE;
5354 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
5355 rechts_massiv = TRUE;
5357 if (((oben_massiv && unten_massiv) ||
5358 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
5359 element == EL_EXPANDABLE_WALL) &&
5360 ((links_massiv && rechts_massiv) ||
5361 element == EL_EXPANDABLE_WALL_VERTICAL))
5362 Feld[ax][ay] = EL_WALL;
5366 PlaySoundLevelAction(ax, ay, ACTION_GROWING);
5368 PlaySoundLevel(ax, ay, SND_EXPANDABLE_WALL_GROWING);
5372 void CheckForDragon(int x, int y)
5375 boolean dragon_found = FALSE;
5376 static int xy[4][2] =
5388 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5390 if (IN_LEV_FIELD(xx, yy) &&
5391 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
5393 if (Feld[xx][yy] == EL_DRAGON)
5394 dragon_found = TRUE;
5407 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
5409 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
5411 Feld[xx][yy] = EL_EMPTY;
5412 DrawLevelField(xx, yy);
5421 static void InitBuggyBase(int x, int y)
5423 int element = Feld[x][y];
5424 int activating_delay = FRAMES_PER_SECOND / 4;
5427 (element == EL_SP_BUGGY_BASE ?
5428 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
5429 element == EL_SP_BUGGY_BASE_ACTIVATING ?
5431 element == EL_SP_BUGGY_BASE_ACTIVE ?
5432 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
5435 static void WarnBuggyBase(int x, int y)
5438 static int xy[4][2] =
5448 int xx = x + xy[i][0], yy = y + xy[i][1];
5450 if (IS_PLAYER(xx, yy))
5452 PlaySoundLevel(x, y, SND_SP_BUGGY_BASE_ACTIVE);
5459 static void InitTrap(int x, int y)
5461 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
5464 static void ActivateTrap(int x, int y)
5466 PlaySoundLevel(x, y, SND_TRAP_ACTIVATING);
5469 static void ChangeActiveTrap(int x, int y)
5471 int graphic = IMG_TRAP_ACTIVE;
5473 /* if new animation frame was drawn, correct crumbled sand border */
5474 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
5475 DrawLevelFieldCrumbledSand(x, y);
5478 static void ChangeElementNowExt(int x, int y, int target_element)
5480 /* check if element under player changes from accessible to unaccessible
5481 (needed for special case of dropping element which then changes) */
5482 if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) &&
5483 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
5490 Feld[x][y] = target_element;
5492 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5494 ResetGfxAnimation(x, y);
5495 ResetRandomAnimationValue(x, y);
5497 InitField(x, y, FALSE);
5498 if (CAN_MOVE(Feld[x][y]))
5501 DrawLevelField(x, y);
5503 if (GFX_CRUMBLED(Feld[x][y]))
5504 DrawLevelFieldCrumbledSandNeighbours(x, y);
5506 TestIfBadThingTouchesHero(x, y);
5507 TestIfPlayerTouchesCustomElement(x, y);
5508 TestIfElementTouchesCustomElement(x, y);
5510 if (ELEM_IS_PLAYER(target_element))
5511 RelocatePlayer(x, y, target_element);
5514 static boolean ChangeElementNow(int x, int y, int element, int page)
5516 struct ElementChangeInfo *change = &element_info[element].change_page[page];
5518 /* always use default change event to prevent running into a loop */
5519 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
5520 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
5522 /* do not change already changed elements with same change event */
5524 if (Changed[x][y] & ChangeEvent[x][y])
5531 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
5533 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
5535 if (change->explode)
5542 if (change->use_content)
5544 boolean complete_change = TRUE;
5545 boolean can_change[3][3];
5548 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5550 boolean half_destructible;
5551 int ex = x + xx - 1;
5552 int ey = y + yy - 1;
5555 can_change[xx][yy] = TRUE;
5557 if (ex == x && ey == y) /* do not check changing element itself */
5560 if (change->content[xx][yy] == EL_EMPTY_SPACE)
5562 can_change[xx][yy] = FALSE; /* do not change empty borders */
5567 if (!IN_LEV_FIELD(ex, ey))
5569 can_change[xx][yy] = FALSE;
5570 complete_change = FALSE;
5577 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5578 e = MovingOrBlocked2Element(ex, ey);
5580 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
5582 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
5583 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
5584 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
5586 can_change[xx][yy] = FALSE;
5587 complete_change = FALSE;
5591 if (!change->only_complete || complete_change)
5593 boolean something_has_changed = FALSE;
5595 if (change->only_complete && change->use_random_change &&
5596 RND(100) < change->random)
5599 for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++)
5601 int ex = x + xx - 1;
5602 int ey = y + yy - 1;
5604 if (can_change[xx][yy] && (!change->use_random_change ||
5605 RND(100) < change->random))
5607 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5608 RemoveMovingField(ex, ey);
5610 ChangeEvent[ex][ey] = ChangeEvent[x][y];
5612 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
5614 something_has_changed = TRUE;
5616 /* for symmetry reasons, freeze newly created border elements */
5617 if (ex != x || ey != y)
5618 Stop[ex][ey] = TRUE; /* no more moving in this frame */
5622 if (something_has_changed)
5623 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5628 ChangeElementNowExt(x, y, change->target_element);
5630 PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING);
5636 static void ChangeElement(int x, int y, int page)
5638 int element = MovingOrBlocked2Element(x, y);
5639 struct ElementInfo *ei = &element_info[element];
5640 struct ElementChangeInfo *change = &ei->change_page[page];
5644 if (!CAN_CHANGE(element))
5647 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
5648 x, y, element, element_info[element].token_name);
5649 printf("ChangeElement(): This should never happen!\n");
5655 if (ChangeDelay[x][y] == 0) /* initialize element change */
5657 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
5658 RND(change->delay_random * change->delay_frames)) + 1;
5660 ResetGfxAnimation(x, y);
5661 ResetRandomAnimationValue(x, y);
5663 if (change->pre_change_function)
5664 change->pre_change_function(x, y);
5667 ChangeDelay[x][y]--;
5669 if (ChangeDelay[x][y] != 0) /* continue element change */
5671 int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
5673 if (IS_ANIMATED(graphic))
5674 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
5676 if (change->change_function)
5677 change->change_function(x, y);
5679 else /* finish element change */
5681 if (ChangePage[x][y] != -1) /* remember page from delayed change */
5683 page = ChangePage[x][y] * 1;
5684 ChangePage[x][y] = -1;
5687 if (IS_MOVING(x, y)) /* never change a running system ;-) */
5689 ChangeDelay[x][y] = 1; /* try change after next move step */
5690 ChangePage[x][y] = page; /* remember page to use for change */
5694 printf("::: delayed change for element '%s'...\n",
5695 element_info[element].token_name);
5701 if (ChangeElementNow(x, y, element, page))
5703 if (change->post_change_function)
5704 change->post_change_function(x, y);
5709 static boolean CheckTriggeredElementSideChange(int lx, int ly,
5710 int trigger_element,
5716 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
5719 for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
5721 int element = EL_CUSTOM_START + i;
5723 boolean change_element = FALSE;
5726 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5729 for (j=0; j < element_info[element].num_change_pages; j++)
5731 struct ElementChangeInfo *change = &element_info[element].change_page[j];
5733 if (change->can_change &&
5734 change->sides & trigger_side &&
5735 change->trigger_element == trigger_element)
5737 change_element = TRUE;
5744 if (!change_element)
5747 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5750 if (x == lx && y == ly) /* do not change trigger element itself */
5754 if (Feld[x][y] == element)
5756 ChangeDelay[x][y] = 1;
5757 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5758 ChangeElement(x, y, page);
5766 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
5769 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
5773 static boolean CheckElementSideChange(int x, int y, int element, int side,
5774 int trigger_event, int page)
5776 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
5779 if (Feld[x][y] == EL_BLOCKED)
5781 Blocked2Moving(x, y, &x, &y);
5782 element = Feld[x][y];
5786 page = element_info[element].event_page_nr[trigger_event];
5788 if (!(element_info[element].change_page[page].sides & side))
5791 ChangeDelay[x][y] = 1;
5792 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
5793 ChangeElement(x, y, page);
5798 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
5800 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
5803 static void PlayerActions(struct PlayerInfo *player, byte player_action)
5805 static byte stored_player_action[MAX_PLAYERS];
5806 static int num_stored_actions = 0;
5807 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
5808 int left = player_action & JOY_LEFT;
5809 int right = player_action & JOY_RIGHT;
5810 int up = player_action & JOY_UP;
5811 int down = player_action & JOY_DOWN;
5812 int button1 = player_action & JOY_BUTTON_1;
5813 int button2 = player_action & JOY_BUTTON_2;
5814 int dx = (left ? -1 : right ? 1 : 0);
5815 int dy = (up ? -1 : down ? 1 : 0);
5817 stored_player_action[player->index_nr] = 0;
5818 num_stored_actions++;
5820 if (!player->active || tape.pausing)
5826 snapped = SnapField(player, dx, dy);
5830 dropped = DropElement(player);
5832 moved = MoveFigure(player, dx, dy);
5835 if (tape.single_step && tape.recording && !tape.pausing)
5837 if (button1 || (dropped && !moved))
5839 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
5840 SnapField(player, 0, 0); /* stop snapping */
5844 stored_player_action[player->index_nr] = player_action;
5848 /* no actions for this player (no input at player's configured device) */
5850 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
5851 SnapField(player, 0, 0);
5852 CheckGravityMovement(player);
5854 if (player->MovPos == 0)
5855 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
5857 if (player->MovPos == 0) /* needed for tape.playing */
5858 player->is_moving = FALSE;
5861 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
5863 TapeRecordAction(stored_player_action);
5864 num_stored_actions = 0;
5870 static unsigned long action_delay = 0;
5871 unsigned long action_delay_value;
5872 int magic_wall_x = 0, magic_wall_y = 0;
5873 int i, x, y, element, graphic;
5874 byte *recorded_player_action;
5875 byte summarized_player_action = 0;
5877 if (game_status != GAME_MODE_PLAYING)
5880 action_delay_value =
5881 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
5883 if (tape.playing && tape.index_search && !tape.pausing)
5884 action_delay_value = 0;
5886 /* ---------- main game synchronization point ---------- */
5888 WaitUntilDelayReached(&action_delay, action_delay_value);
5890 if (network_playing && !network_player_action_received)
5894 printf("DEBUG: try to get network player actions in time\n");
5898 #if defined(PLATFORM_UNIX)
5899 /* last chance to get network player actions without main loop delay */
5903 if (game_status != GAME_MODE_PLAYING)
5906 if (!network_player_action_received)
5910 printf("DEBUG: failed to get network player actions in time\n");
5920 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
5922 for (i=0; i<MAX_PLAYERS; i++)
5924 summarized_player_action |= stored_player[i].action;
5926 if (!network_playing)
5927 stored_player[i].effective_action = stored_player[i].action;
5930 #if defined(PLATFORM_UNIX)
5931 if (network_playing)
5932 SendToServer_MovePlayer(summarized_player_action);
5935 if (!options.network && !setup.team_mode)
5936 local_player->effective_action = summarized_player_action;
5938 for (i=0; i<MAX_PLAYERS; i++)
5940 int actual_player_action = stored_player[i].effective_action;
5942 if (stored_player[i].programmed_action)
5943 actual_player_action = stored_player[i].programmed_action;
5945 if (recorded_player_action)
5946 actual_player_action = recorded_player_action[i];
5948 PlayerActions(&stored_player[i], actual_player_action);
5949 ScrollFigure(&stored_player[i], SCROLL_GO_ON);
5952 network_player_action_received = FALSE;
5954 ScrollScreen(NULL, SCROLL_GO_ON);
5960 for (i=0; i<MAX_PLAYERS; i++)
5961 stored_player[i].Frame++;
5965 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
5967 for (i=0; i<MAX_PLAYERS; i++)
5969 struct PlayerInfo *player = &stored_player[i];
5973 if (player->active && player->Pushing && player->is_moving &&
5976 ContinueMoving(x, y);
5978 /* continue moving after pushing (this is actually a bug) */
5979 if (!IS_MOVING(x, y))
5988 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
5990 Changed[x][y] = CE_BITMASK_DEFAULT;
5991 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5994 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
5996 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
5997 printf("GameActions(): This should never happen!\n");
5999 ChangePage[x][y] = -1;
6004 if (JustStopped[x][y] > 0)
6005 JustStopped[x][y]--;
6010 /* reset finished pushing action (not done in ContinueMoving() to allow
6011 continous pushing animation for elements with zero push delay) */
6012 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
6014 ResetGfxAnimation(x, y);
6015 DrawLevelField(x, y);
6020 if (IS_BLOCKED(x, y))
6024 Blocked2Moving(x, y, &oldx, &oldy);
6025 if (!IS_MOVING(oldx, oldy))
6027 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
6028 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
6029 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
6030 printf("GameActions(): This should never happen!\n");
6036 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6038 element = Feld[x][y];
6040 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6042 graphic = el2img(element);
6048 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
6050 element = graphic = 0;
6054 if (graphic_info[graphic].anim_global_sync)
6055 GfxFrame[x][y] = FrameCounter;
6057 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
6058 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
6059 ResetRandomAnimationValue(x, y);
6061 SetRandomAnimationValue(x, y);
6064 PlaySoundLevelActionIfLoop(x, y, GfxAction[x][y]);
6067 if (IS_INACTIVE(element))
6069 if (IS_ANIMATED(graphic))
6070 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6076 /* this may take place after moving, so 'element' may have changed */
6077 if (IS_CHANGING(x, y))
6080 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
6081 element_info[element].event_page_nr[CE_DELAY]);
6083 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
6086 element = Feld[x][y];
6087 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6091 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
6096 graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]);
6098 if (element == EL_MOLE)
6099 printf("::: %d, %d, %d [%d]\n",
6100 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
6104 if (element == EL_YAMYAM)
6105 printf("::: %d, %d, %d\n",
6106 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
6110 if (IS_ANIMATED(graphic) &&
6114 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6117 if (element == EL_MOLE)
6118 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
6122 if (IS_GEM(element) || element == EL_SP_INFOTRON)
6123 EdelsteinFunkeln(x, y);
6125 else if ((element == EL_ACID ||
6126 element == EL_EXIT_OPEN ||
6127 element == EL_SP_EXIT_OPEN ||
6128 element == EL_SP_TERMINAL ||
6129 element == EL_SP_TERMINAL_ACTIVE ||
6130 element == EL_EXTRA_TIME ||
6131 element == EL_SHIELD_NORMAL ||
6132 element == EL_SHIELD_DEADLY) &&
6133 IS_ANIMATED(graphic))
6134 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6135 else if (IS_MOVING(x, y))
6136 ContinueMoving(x, y);
6137 else if (IS_ACTIVE_BOMB(element))
6138 CheckDynamite(x, y);
6140 else if (element == EL_EXPLOSION && !game.explosions_delayed)
6141 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6143 else if (element == EL_AMOEBA_GROWING)
6144 AmoebeWaechst(x, y);
6145 else if (element == EL_AMOEBA_SHRINKING)
6146 AmoebaDisappearing(x, y);
6148 #if !USE_NEW_AMOEBA_CODE
6149 else if (IS_AMOEBALIVE(element))
6150 AmoebeAbleger(x, y);
6153 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
6155 else if (element == EL_EXIT_CLOSED)
6157 else if (element == EL_SP_EXIT_CLOSED)
6159 else if (element == EL_EXPANDABLE_WALL_GROWING)
6161 else if (element == EL_EXPANDABLE_WALL ||
6162 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6163 element == EL_EXPANDABLE_WALL_VERTICAL ||
6164 element == EL_EXPANDABLE_WALL_ANY)
6166 else if (element == EL_FLAMES)
6167 CheckForDragon(x, y);
6169 else if (IS_AUTO_CHANGING(element))
6170 ChangeElement(x, y);
6172 else if (element == EL_EXPLOSION)
6173 ; /* drawing of correct explosion animation is handled separately */
6174 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
6175 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6178 /* this may take place after moving, so 'element' may have changed */
6179 if (IS_AUTO_CHANGING(Feld[x][y]))
6180 ChangeElement(x, y);
6183 if (IS_BELT_ACTIVE(element))
6184 PlaySoundLevelAction(x, y, ACTION_ACTIVE);
6186 if (game.magic_wall_active)
6188 int jx = local_player->jx, jy = local_player->jy;
6190 /* play the element sound at the position nearest to the player */
6191 if ((element == EL_MAGIC_WALL_FULL ||
6192 element == EL_MAGIC_WALL_ACTIVE ||
6193 element == EL_MAGIC_WALL_EMPTYING ||
6194 element == EL_BD_MAGIC_WALL_FULL ||
6195 element == EL_BD_MAGIC_WALL_ACTIVE ||
6196 element == EL_BD_MAGIC_WALL_EMPTYING) &&
6197 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
6205 #if USE_NEW_AMOEBA_CODE
6206 /* new experimental amoeba growth stuff */
6208 if (!(FrameCounter % 8))
6211 static unsigned long random = 1684108901;
6213 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
6216 x = (random >> 10) % lev_fieldx;
6217 y = (random >> 20) % lev_fieldy;
6219 x = RND(lev_fieldx);
6220 y = RND(lev_fieldy);
6222 element = Feld[x][y];
6224 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6225 if (!IS_PLAYER(x,y) &&
6226 (element == EL_EMPTY ||
6227 element == EL_SAND ||
6228 element == EL_QUICKSAND_EMPTY ||
6229 element == EL_ACID_SPLASH_LEFT ||
6230 element == EL_ACID_SPLASH_RIGHT))
6232 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
6233 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
6234 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
6235 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
6236 Feld[x][y] = EL_AMOEBA_DROP;
6239 random = random * 129 + 1;
6245 if (game.explosions_delayed)
6248 game.explosions_delayed = FALSE;
6250 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6252 element = Feld[x][y];
6254 if (ExplodeField[x][y])
6255 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
6256 else if (element == EL_EXPLOSION)
6257 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
6259 ExplodeField[x][y] = EX_NO_EXPLOSION;
6262 game.explosions_delayed = TRUE;
6265 if (game.magic_wall_active)
6267 if (!(game.magic_wall_time_left % 4))
6269 int element = Feld[magic_wall_x][magic_wall_y];
6271 if (element == EL_BD_MAGIC_WALL_FULL ||
6272 element == EL_BD_MAGIC_WALL_ACTIVE ||
6273 element == EL_BD_MAGIC_WALL_EMPTYING)
6274 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
6276 PlaySoundLevel(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
6279 if (game.magic_wall_time_left > 0)
6281 game.magic_wall_time_left--;
6282 if (!game.magic_wall_time_left)
6284 for (y=0; y<lev_fieldy; y++) for (x=0; x<lev_fieldx; x++)
6286 element = Feld[x][y];
6288 if (element == EL_MAGIC_WALL_ACTIVE ||
6289 element == EL_MAGIC_WALL_FULL)
6291 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6292 DrawLevelField(x, y);
6294 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
6295 element == EL_BD_MAGIC_WALL_FULL)
6297 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6298 DrawLevelField(x, y);
6302 game.magic_wall_active = FALSE;
6307 if (game.light_time_left > 0)
6309 game.light_time_left--;
6311 if (game.light_time_left == 0)
6312 RedrawAllLightSwitchesAndInvisibleElements();
6315 if (game.timegate_time_left > 0)
6317 game.timegate_time_left--;
6319 if (game.timegate_time_left == 0)
6320 CloseAllOpenTimegates();
6323 for (i=0; i<MAX_PLAYERS; i++)
6325 struct PlayerInfo *player = &stored_player[i];
6327 if (SHIELD_ON(player))
6329 if (player->shield_deadly_time_left)
6330 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
6331 else if (player->shield_normal_time_left)
6332 PlaySoundLevel(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
6336 if (TimeFrames >= FRAMES_PER_SECOND)
6341 for (i=0; i<MAX_PLAYERS; i++)
6343 struct PlayerInfo *player = &stored_player[i];
6345 if (SHIELD_ON(player))
6347 player->shield_normal_time_left--;
6349 if (player->shield_deadly_time_left > 0)
6350 player->shield_deadly_time_left--;
6354 if (tape.recording || tape.playing)
6355 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
6361 if (TimeLeft <= 10 && setup.time_limit)
6362 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
6364 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
6366 if (!TimeLeft && setup.time_limit)
6367 for (i=0; i<MAX_PLAYERS; i++)
6368 KillHero(&stored_player[i]);
6370 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
6371 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
6376 if (options.debug) /* calculate frames per second */
6378 static unsigned long fps_counter = 0;
6379 static int fps_frames = 0;
6380 unsigned long fps_delay_ms = Counter() - fps_counter;
6384 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
6386 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
6389 fps_counter = Counter();
6392 redraw_mask |= REDRAW_FPS;
6396 if (stored_player[0].jx != stored_player[0].last_jx ||
6397 stored_player[0].jy != stored_player[0].last_jy)
6398 printf("::: %d, %d, %d, %d, %d\n",
6399 stored_player[0].MovDir,
6400 stored_player[0].MovPos,
6401 stored_player[0].GfxPos,
6402 stored_player[0].Frame,
6403 stored_player[0].StepFrame);
6410 for (i=0; i<MAX_PLAYERS; i++)
6413 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
6415 stored_player[i].Frame += move_frames;
6417 if (stored_player[i].MovPos != 0)
6418 stored_player[i].StepFrame += move_frames;
6423 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
6425 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
6427 local_player->show_envelope = 0;
6432 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
6434 int min_x = x, min_y = y, max_x = x, max_y = y;
6437 for (i=0; i<MAX_PLAYERS; i++)
6439 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6441 if (!stored_player[i].active || &stored_player[i] == player)
6444 min_x = MIN(min_x, jx);
6445 min_y = MIN(min_y, jy);
6446 max_x = MAX(max_x, jx);
6447 max_y = MAX(max_y, jy);
6450 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
6453 static boolean AllPlayersInVisibleScreen()
6457 for (i=0; i<MAX_PLAYERS; i++)
6459 int jx = stored_player[i].jx, jy = stored_player[i].jy;
6461 if (!stored_player[i].active)
6464 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6471 void ScrollLevel(int dx, int dy)
6473 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
6476 BlitBitmap(drawto_field, drawto_field,
6477 FX + TILEX * (dx == -1) - softscroll_offset,
6478 FY + TILEY * (dy == -1) - softscroll_offset,
6479 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
6480 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
6481 FX + TILEX * (dx == 1) - softscroll_offset,
6482 FY + TILEY * (dy == 1) - softscroll_offset);
6486 x = (dx == 1 ? BX1 : BX2);
6487 for (y=BY1; y <= BY2; y++)
6488 DrawScreenField(x, y);
6493 y = (dy == 1 ? BY1 : BY2);
6494 for (x=BX1; x <= BX2; x++)
6495 DrawScreenField(x, y);
6498 redraw_mask |= REDRAW_FIELD;
6501 static void CheckGravityMovement(struct PlayerInfo *player)
6503 if (game.gravity && !player->programmed_action)
6505 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
6506 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
6508 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
6509 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
6510 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
6511 int jx = player->jx, jy = player->jy;
6512 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
6513 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
6514 int new_jx = jx + dx, new_jy = jy + dy;
6515 boolean field_under_player_is_free =
6516 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
6517 boolean player_is_moving_to_valid_field =
6518 (IN_LEV_FIELD(new_jx, new_jy) &&
6519 (Feld[new_jx][new_jy] == EL_SP_BASE ||
6520 Feld[new_jx][new_jy] == EL_SAND));
6521 /* !!! extend EL_SAND to anything diggable !!! */
6523 if (field_under_player_is_free &&
6524 !player_is_moving_to_valid_field &&
6525 !IS_WALKABLE_INSIDE(Feld[jx][jy]))
6526 player->programmed_action = MV_DOWN;
6532 -----------------------------------------------------------------------------
6533 dx, dy: direction (non-diagonal) to try to move the player to
6534 real_dx, real_dy: direction as read from input device (can be diagonal)
6537 boolean MoveFigureOneStep(struct PlayerInfo *player,
6538 int dx, int dy, int real_dx, int real_dy)
6540 static int change_sides[4][2] =
6542 /* enter side leave side */
6543 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
6544 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
6545 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
6546 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
6548 int move_direction = (dx == -1 ? MV_LEFT :
6549 dx == +1 ? MV_RIGHT :
6551 dy == +1 ? MV_DOWN : MV_NO_MOVING);
6552 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
6553 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
6554 int jx = player->jx, jy = player->jy;
6555 int new_jx = jx + dx, new_jy = jy + dy;
6559 if (!player->active || (!dx && !dy))
6560 return MF_NO_ACTION;
6562 player->MovDir = (dx < 0 ? MV_LEFT :
6565 dy > 0 ? MV_DOWN : MV_NO_MOVING);
6567 if (!IN_LEV_FIELD(new_jx, new_jy))
6568 return MF_NO_ACTION;
6570 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
6571 return MF_NO_ACTION;
6574 element = MovingOrBlocked2Element(new_jx, new_jy);
6576 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
6579 if (DONT_RUN_INTO(element))
6581 if (element == EL_ACID && dx == 0 && dy == 1)
6584 Feld[jx][jy] = EL_PLAYER_1;
6585 InitMovingField(jx, jy, MV_DOWN);
6586 Store[jx][jy] = EL_ACID;
6587 ContinueMoving(jx, jy);
6591 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
6596 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
6597 if (can_move != MF_MOVING)
6600 /* check if DigField() has caused relocation of the player */
6601 if (player->jx != jx || player->jy != jy)
6602 return MF_NO_ACTION;
6604 StorePlayer[jx][jy] = 0;
6605 player->last_jx = jx;
6606 player->last_jy = jy;
6607 player->jx = new_jx;
6608 player->jy = new_jy;
6609 StorePlayer[new_jx][new_jy] = player->element_nr;
6612 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
6614 ScrollFigure(player, SCROLL_INIT);
6617 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
6619 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6620 CE_OTHER_GETS_LEFT);
6621 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
6622 CE_LEFT_BY_PLAYER, -1);
6625 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
6627 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
6628 enter_side, CE_OTHER_GETS_ENTERED);
6629 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
6630 CE_ENTERED_BY_PLAYER, -1);
6637 boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
6639 int jx = player->jx, jy = player->jy;
6640 int old_jx = jx, old_jy = jy;
6641 int moved = MF_NO_ACTION;
6643 if (!player->active || (!dx && !dy))
6647 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6651 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
6652 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
6656 /* remove the last programmed player action */
6657 player->programmed_action = 0;
6661 /* should only happen if pre-1.2 tape recordings are played */
6662 /* this is only for backward compatibility */
6664 int original_move_delay_value = player->move_delay_value;
6667 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
6671 /* scroll remaining steps with finest movement resolution */
6672 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6674 while (player->MovPos)
6676 ScrollFigure(player, SCROLL_GO_ON);
6677 ScrollScreen(NULL, SCROLL_GO_ON);
6683 player->move_delay_value = original_move_delay_value;
6686 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
6688 if (!(moved |= MoveFigureOneStep(player, 0, dy, dx, dy)))
6689 moved |= MoveFigureOneStep(player, dx, 0, dx, dy);
6693 if (!(moved |= MoveFigureOneStep(player, dx, 0, dx, dy)))
6694 moved |= MoveFigureOneStep(player, 0, dy, dx, dy);
6700 if (moved & MF_MOVING && !ScreenMovPos &&
6701 (player == local_player || !options.network))
6703 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
6704 int offset = (setup.scroll_delay ? 3 : 0);
6706 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
6708 /* actual player has left the screen -- scroll in that direction */
6709 if (jx != old_jx) /* player has moved horizontally */
6710 scroll_x += (jx - old_jx);
6711 else /* player has moved vertically */
6712 scroll_y += (jy - old_jy);
6716 if (jx != old_jx) /* player has moved horizontally */
6718 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
6719 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
6720 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
6722 /* don't scroll over playfield boundaries */
6723 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
6724 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
6726 /* don't scroll more than one field at a time */
6727 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
6729 /* don't scroll against the player's moving direction */
6730 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
6731 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
6732 scroll_x = old_scroll_x;
6734 else /* player has moved vertically */
6736 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
6737 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
6738 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
6740 /* don't scroll over playfield boundaries */
6741 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
6742 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
6744 /* don't scroll more than one field at a time */
6745 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
6747 /* don't scroll against the player's moving direction */
6748 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
6749 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
6750 scroll_y = old_scroll_y;
6754 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
6756 if (!options.network && !AllPlayersInVisibleScreen())
6758 scroll_x = old_scroll_x;
6759 scroll_y = old_scroll_y;
6763 ScrollScreen(player, SCROLL_INIT);
6764 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
6771 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
6773 if (!(moved & MF_MOVING) && !player->Pushing)
6778 player->StepFrame = 0;
6780 if (moved & MF_MOVING)
6782 if (old_jx != jx && old_jy == jy)
6783 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
6784 else if (old_jx == jx && old_jy != jy)
6785 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
6787 DrawLevelField(jx, jy); /* for "crumbled sand" */
6789 player->last_move_dir = player->MovDir;
6790 player->is_moving = TRUE;
6792 player->snapped = FALSE;
6796 player->Switching = FALSE;
6801 CheckGravityMovement(player);
6804 player->last_move_dir = MV_NO_MOVING;
6806 player->is_moving = FALSE;
6809 TestIfHeroTouchesBadThing(jx, jy);
6810 TestIfPlayerTouchesCustomElement(jx, jy);
6812 if (!player->active)
6818 void ScrollFigure(struct PlayerInfo *player, int mode)
6820 int jx = player->jx, jy = player->jy;
6821 int last_jx = player->last_jx, last_jy = player->last_jy;
6822 int move_stepsize = TILEX / player->move_delay_value;
6824 if (!player->active || !player->MovPos)
6827 if (mode == SCROLL_INIT)
6829 player->actual_frame_counter = FrameCounter;
6830 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6832 if (Feld[last_jx][last_jy] == EL_EMPTY)
6833 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
6840 else if (!FrameReached(&player->actual_frame_counter, 1))
6843 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
6844 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
6846 if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
6847 Feld[last_jx][last_jy] = EL_EMPTY;
6849 /* before DrawPlayer() to draw correct player graphic for this case */
6850 if (player->MovPos == 0)
6851 CheckGravityMovement(player);
6854 DrawPlayer(player); /* needed here only to cleanup last field */
6857 if (player->MovPos == 0) /* player reached destination field */
6859 if (IS_PASSABLE(Feld[last_jx][last_jy]))
6861 /* continue with normal speed after quickly moving through gate */
6862 HALVE_PLAYER_SPEED(player);
6864 /* be able to make the next move without delay */
6865 player->move_delay = 0;
6868 player->last_jx = jx;
6869 player->last_jy = jy;
6871 if (Feld[jx][jy] == EL_EXIT_OPEN ||
6872 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
6873 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
6875 DrawPlayer(player); /* needed here only to cleanup last field */
6878 if (local_player->friends_still_needed == 0 ||
6879 IS_SP_ELEMENT(Feld[jx][jy]))
6880 player->LevelSolved = player->GameOver = TRUE;
6883 if (tape.single_step && tape.recording && !tape.pausing &&
6884 !player->programmed_action)
6885 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6889 void ScrollScreen(struct PlayerInfo *player, int mode)
6891 static unsigned long screen_frame_counter = 0;
6893 if (mode == SCROLL_INIT)
6895 /* set scrolling step size according to actual player's moving speed */
6896 ScrollStepSize = TILEX / player->move_delay_value;
6898 screen_frame_counter = FrameCounter;
6899 ScreenMovDir = player->MovDir;
6900 ScreenMovPos = player->MovPos;
6901 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6904 else if (!FrameReached(&screen_frame_counter, 1))
6909 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
6910 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
6911 redraw_mask |= REDRAW_FIELD;
6914 ScreenMovDir = MV_NO_MOVING;
6917 void TestIfPlayerTouchesCustomElement(int x, int y)
6920 static boolean check_changing = FALSE;
6922 static int xy[4][2] =
6929 static int change_sides[4][2] =
6931 /* center side border side */
6932 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
6933 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
6934 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
6935 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
6940 if (check_changing) /* prevent this function from running into a loop */
6943 check_changing = TRUE;
6948 int xx = x + xy[i][0];
6949 int yy = y + xy[i][1];
6950 int center_side = change_sides[i][0];
6951 int border_side = change_sides[i][1];
6953 if (!IN_LEV_FIELD(xx, yy))
6957 if (IS_PLAYER(x, y))
6959 CheckTriggeredElementSideChange(xx, yy, Feld[xx][yy], border_side,
6960 CE_OTHER_GETS_TOUCHED);
6961 CheckElementSideChange(xx, yy, Feld[xx][yy], border_side,
6962 CE_TOUCHED_BY_PLAYER, -1);
6964 else if (IS_PLAYER(xx, yy))
6966 CheckTriggeredElementSideChange(x, y, Feld[x][y], center_side,
6967 CE_OTHER_GETS_TOUCHED);
6968 CheckElementSideChange(x, y, Feld[x][y], center_side,
6969 CE_TOUCHED_BY_PLAYER, -1);
6974 if (IS_PLAYER(x, y))
6976 CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED);
6977 CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER);
6979 else if (IS_PLAYER(xx, yy))
6981 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED);
6982 CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER);
6990 check_changing = FALSE;
6994 void TestIfElementTouchesCustomElement(int x, int y)
6997 static boolean check_changing = FALSE;
6999 static int xy[4][2] =
7006 static int change_sides[4][2] =
7008 /* center side border side */
7009 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
7010 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
7011 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
7012 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
7014 static int touch_dir[4] =
7021 boolean change_center_element = FALSE;
7022 int center_element_change_page = 0;
7024 int center_element = MovingOrBlocked2Element(x, y);
7026 int center_element = Feld[x][y]; /* should always be non-moving! */
7031 if (center_element == EL_CUSTOM_START + 244)
7032 printf("::: checking element %d at %d,%d... [%d]\n",
7033 center_element, x, y, Feld[x][y + 1]);
7037 if (check_changing) /* prevent this function from running into a loop */
7040 check_changing = TRUE;
7045 int xx = x + xy[i][0];
7046 int yy = y + xy[i][1];
7047 int center_side = change_sides[i][0];
7048 int border_side = change_sides[i][1];
7051 if (!IN_LEV_FIELD(xx, yy))
7055 if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
7056 border_element = Feld[xx][yy];
7057 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
7060 printf("::: moving && touching...\n");
7063 border_element = MovingOrBlocked2Element(xx, yy);
7068 printf("::: moving && NOT touching...\n");
7071 continue; /* center and border element do not touch */
7076 border_element = MovingOrBlocked2Element(xx, yy);
7078 border_element = Feld[xx][yy]; /* may be moving! */
7083 /* check for change of center element (but change it only once) */
7084 if (IS_CUSTOM_ELEMENT(center_element) &&
7085 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
7086 !change_center_element)
7088 for (j=0; j < element_info[center_element].num_change_pages; j++)
7090 struct ElementChangeInfo *change =
7091 &element_info[center_element].change_page[j];
7093 if (change->can_change &&
7094 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
7095 change->sides & border_side &&
7096 change->trigger_element == border_element)
7098 change_center_element = TRUE;
7099 center_element_change_page = j;
7106 /* check for change of border element */
7107 if (IS_CUSTOM_ELEMENT(border_element) &&
7108 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
7110 for (j=0; j < element_info[border_element].num_change_pages; j++)
7112 struct ElementChangeInfo *change =
7113 &element_info[border_element].change_page[j];
7115 if (change->can_change &&
7116 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
7117 change->sides & center_side &&
7118 change->trigger_element == center_element)
7121 printf("::: changing border element %d at %d,%d\n",
7122 border_element, xx, yy);
7125 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
7126 CE_OTHER_IS_TOUCHING, j);
7133 if (change_center_element)
7136 printf("::: changing center element %d at %d,%d\n",
7137 center_element, x, y);
7140 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
7141 CE_OTHER_IS_TOUCHING, center_element_change_page);
7145 check_changing = FALSE;
7149 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
7151 int i, kill_x = -1, kill_y = -1;
7152 static int test_xy[4][2] =
7159 static int test_dir[4] =
7169 int test_x, test_y, test_move_dir, test_element;
7171 test_x = good_x + test_xy[i][0];
7172 test_y = good_y + test_xy[i][1];
7173 if (!IN_LEV_FIELD(test_x, test_y))
7177 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7180 test_element = Feld[test_x][test_y];
7182 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
7185 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7186 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7188 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
7189 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
7197 if (kill_x != -1 || kill_y != -1)
7199 if (IS_PLAYER(good_x, good_y))
7201 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
7203 if (player->shield_deadly_time_left > 0)
7204 Bang(kill_x, kill_y);
7205 else if (!PLAYER_PROTECTED(good_x, good_y))
7209 Bang(good_x, good_y);
7213 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
7215 int i, kill_x = -1, kill_y = -1;
7216 int bad_element = Feld[bad_x][bad_y];
7217 static int test_xy[4][2] =
7224 static int test_dir[4] =
7232 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
7237 int test_x, test_y, test_move_dir, test_element;
7239 test_x = bad_x + test_xy[i][0];
7240 test_y = bad_y + test_xy[i][1];
7241 if (!IN_LEV_FIELD(test_x, test_y))
7245 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
7247 test_element = Feld[test_x][test_y];
7249 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
7250 2nd case: DONT_TOUCH style bad thing does not move away from good thing
7252 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
7253 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
7255 /* good thing is player or penguin that does not move away */
7256 if (IS_PLAYER(test_x, test_y))
7258 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
7260 if (bad_element == EL_ROBOT && player->is_moving)
7261 continue; /* robot does not kill player if he is moving */
7267 else if (test_element == EL_PENGUIN)
7276 if (kill_x != -1 || kill_y != -1)
7278 if (IS_PLAYER(kill_x, kill_y))
7280 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
7283 int dir = player->MovDir;
7284 int newx = player->jx + (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7285 int newy = player->jy + (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7287 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7288 newx != bad_x && newy != bad_y)
7289 ; /* robot does not kill player if he is moving */
7291 printf("-> %d\n", player->MovDir);
7293 if (Feld[bad_x][bad_y] == EL_ROBOT && player->is_moving &&
7294 newx != bad_x && newy != bad_y)
7295 ; /* robot does not kill player if he is moving */
7300 if (player->shield_deadly_time_left > 0)
7302 else if (!PLAYER_PROTECTED(kill_x, kill_y))
7306 Bang(kill_x, kill_y);
7310 void TestIfHeroTouchesBadThing(int x, int y)
7312 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7315 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
7317 TestIfGoodThingHitsBadThing(x, y, move_dir);
7320 void TestIfBadThingTouchesHero(int x, int y)
7322 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7325 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
7327 TestIfBadThingHitsGoodThing(x, y, move_dir);
7330 void TestIfFriendTouchesBadThing(int x, int y)
7332 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
7335 void TestIfBadThingTouchesFriend(int x, int y)
7337 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
7340 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
7342 int i, kill_x = bad_x, kill_y = bad_y;
7343 static int xy[4][2] =
7355 x = bad_x + xy[i][0];
7356 y = bad_y + xy[i][1];
7357 if (!IN_LEV_FIELD(x, y))
7360 element = Feld[x][y];
7361 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
7362 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
7370 if (kill_x != bad_x || kill_y != bad_y)
7374 void KillHero(struct PlayerInfo *player)
7376 int jx = player->jx, jy = player->jy;
7378 if (!player->active)
7381 /* remove accessible field at the player's position */
7382 Feld[jx][jy] = EL_EMPTY;
7384 /* deactivate shield (else Bang()/Explode() would not work right) */
7385 player->shield_normal_time_left = 0;
7386 player->shield_deadly_time_left = 0;
7392 static void KillHeroUnlessProtected(int x, int y)
7394 if (!PLAYER_PROTECTED(x, y))
7395 KillHero(PLAYERINFO(x, y));
7398 void BuryHero(struct PlayerInfo *player)
7400 int jx = player->jx, jy = player->jy;
7402 if (!player->active)
7406 PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING);
7408 PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING);
7410 PlaySoundLevel(jx, jy, SND_GAME_LOSING);
7412 player->GameOver = TRUE;
7416 void RemoveHero(struct PlayerInfo *player)
7418 int jx = player->jx, jy = player->jy;
7419 int i, found = FALSE;
7421 player->present = FALSE;
7422 player->active = FALSE;
7424 if (!ExplodeField[jx][jy])
7425 StorePlayer[jx][jy] = 0;
7427 for (i=0; i<MAX_PLAYERS; i++)
7428 if (stored_player[i].active)
7432 AllPlayersGone = TRUE;
7439 =============================================================================
7440 checkDiagonalPushing()
7441 -----------------------------------------------------------------------------
7442 check if diagonal input device direction results in pushing of object
7443 (by checking if the alternative direction is walkable, diggable, ...)
7444 =============================================================================
7447 static boolean checkDiagonalPushing(struct PlayerInfo *player,
7448 int x, int y, int real_dx, int real_dy)
7450 int jx, jy, dx, dy, xx, yy;
7452 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
7455 /* diagonal direction: check alternative direction */
7460 xx = jx + (dx == 0 ? real_dx : 0);
7461 yy = jy + (dy == 0 ? real_dy : 0);
7463 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
7467 =============================================================================
7469 -----------------------------------------------------------------------------
7470 x, y: field next to player (non-diagonal) to try to dig to
7471 real_dx, real_dy: direction as read from input device (can be diagonal)
7472 =============================================================================
7475 int DigField(struct PlayerInfo *player,
7476 int x, int y, int real_dx, int real_dy, int mode)
7478 static int change_sides[4] =
7480 CH_SIDE_RIGHT, /* moving left */
7481 CH_SIDE_LEFT, /* moving right */
7482 CH_SIDE_BOTTOM, /* moving up */
7483 CH_SIDE_TOP, /* moving down */
7485 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
7486 int jx = player->jx, jy = player->jy;
7487 int dx = x - jx, dy = y - jy;
7488 int nextx = x + dx, nexty = y + dy;
7489 int move_direction = (dx == -1 ? MV_LEFT :
7490 dx == +1 ? MV_RIGHT :
7492 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7493 int dig_side = change_sides[MV_DIR_BIT(move_direction)];
7496 if (player->MovPos == 0)
7498 player->is_digging = FALSE;
7499 player->is_collecting = FALSE;
7502 if (player->MovPos == 0) /* last pushing move finished */
7503 player->Pushing = FALSE;
7505 if (mode == DF_NO_PUSH) /* player just stopped pushing */
7507 player->Switching = FALSE;
7508 player->push_delay = 0;
7510 return MF_NO_ACTION;
7513 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
7514 return MF_NO_ACTION;
7517 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
7519 if (IS_TUBE(Feld[jx][jy]) ||
7520 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0)))
7524 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
7525 int tube_leave_directions[][2] =
7527 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7528 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7529 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7530 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
7531 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
7532 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
7533 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
7534 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
7535 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
7536 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
7537 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
7538 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
7541 while (tube_leave_directions[i][0] != tube_element)
7544 if (tube_leave_directions[i][0] == -1) /* should not happen */
7548 if (!(tube_leave_directions[i][1] & move_direction))
7549 return MF_NO_ACTION; /* tube has no opening in this direction */
7552 element = Feld[x][y];
7554 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
7555 game.engine_version >= VERSION_IDENT(2,2,0))
7556 return MF_NO_ACTION;
7561 case EL_ROBOT_WHEEL:
7562 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
7565 DrawLevelField(x, y);
7566 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
7572 case EL_SP_TERMINAL:
7576 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
7578 for (yy=0; yy<lev_fieldy; yy++)
7580 for (xx=0; xx<lev_fieldx; xx++)
7582 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
7584 else if (Feld[xx][yy] == EL_SP_TERMINAL)
7585 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
7595 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
7596 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
7597 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
7598 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
7599 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
7600 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
7601 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
7602 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
7603 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
7604 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
7605 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
7606 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
7608 if (!PLAYER_SWITCHING(player, x, y))
7610 if (!player->Switching)
7613 player->Switching = TRUE;
7614 player->switch_x = x;
7615 player->switch_y = y;
7617 ToggleBeltSwitch(x, y);
7618 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
7625 case EL_SWITCHGATE_SWITCH_UP:
7626 case EL_SWITCHGATE_SWITCH_DOWN:
7628 if (!PLAYER_SWITCHING(player, x, y))
7630 if (!player->Switching)
7633 player->Switching = TRUE;
7634 player->switch_x = x;
7635 player->switch_y = y;
7637 ToggleSwitchgateSwitch(x, y);
7638 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
7645 case EL_LIGHT_SWITCH:
7646 case EL_LIGHT_SWITCH_ACTIVE:
7648 if (!PLAYER_SWITCHING(player, x, y))
7650 if (!player->Switching)
7653 player->Switching = TRUE;
7654 player->switch_x = x;
7655 player->switch_y = y;
7657 ToggleLightSwitch(x, y);
7658 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
7659 SND_LIGHT_SWITCH_ACTIVATING :
7660 SND_LIGHT_SWITCH_DEACTIVATING);
7667 case EL_TIMEGATE_SWITCH:
7668 ActivateTimegateSwitch(x, y);
7669 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
7676 case EL_BALLOON_SWITCH_LEFT:
7677 case EL_BALLOON_SWITCH_RIGHT:
7678 case EL_BALLOON_SWITCH_UP:
7679 case EL_BALLOON_SWITCH_DOWN:
7680 case EL_BALLOON_SWITCH_ANY:
7681 if (element == EL_BALLOON_SWITCH_ANY)
7682 game.balloon_dir = move_direction;
7684 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
7685 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
7686 element == EL_BALLOON_SWITCH_UP ? MV_UP :
7687 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
7689 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
7695 case EL_SP_PORT_LEFT:
7696 case EL_SP_PORT_RIGHT:
7698 case EL_SP_PORT_DOWN:
7699 case EL_SP_PORT_HORIZONTAL:
7700 case EL_SP_PORT_VERTICAL:
7701 case EL_SP_PORT_ANY:
7702 case EL_SP_GRAVITY_PORT_LEFT:
7703 case EL_SP_GRAVITY_PORT_RIGHT:
7704 case EL_SP_GRAVITY_PORT_UP:
7705 case EL_SP_GRAVITY_PORT_DOWN:
7707 element != EL_SP_PORT_LEFT &&
7708 element != EL_SP_GRAVITY_PORT_LEFT &&
7709 element != EL_SP_PORT_HORIZONTAL &&
7710 element != EL_SP_PORT_ANY) ||
7712 element != EL_SP_PORT_RIGHT &&
7713 element != EL_SP_GRAVITY_PORT_RIGHT &&
7714 element != EL_SP_PORT_HORIZONTAL &&
7715 element != EL_SP_PORT_ANY) ||
7717 element != EL_SP_PORT_UP &&
7718 element != EL_SP_GRAVITY_PORT_UP &&
7719 element != EL_SP_PORT_VERTICAL &&
7720 element != EL_SP_PORT_ANY) ||
7722 element != EL_SP_PORT_DOWN &&
7723 element != EL_SP_GRAVITY_PORT_DOWN &&
7724 element != EL_SP_PORT_VERTICAL &&
7725 element != EL_SP_PORT_ANY) ||
7726 !IN_LEV_FIELD(nextx, nexty) ||
7727 !IS_FREE(nextx, nexty))
7728 return MF_NO_ACTION;
7730 if (element == EL_SP_GRAVITY_PORT_LEFT ||
7731 element == EL_SP_GRAVITY_PORT_RIGHT ||
7732 element == EL_SP_GRAVITY_PORT_UP ||
7733 element == EL_SP_GRAVITY_PORT_DOWN)
7734 game.gravity = !game.gravity;
7736 /* automatically move to the next field with double speed */
7737 player->programmed_action = move_direction;
7738 DOUBLE_PLAYER_SPEED(player);
7740 PlaySoundLevel(x, y, SND_CLASS_SP_PORT_PASSING);
7744 case EL_TUBE_VERTICAL:
7745 case EL_TUBE_HORIZONTAL:
7746 case EL_TUBE_VERTICAL_LEFT:
7747 case EL_TUBE_VERTICAL_RIGHT:
7748 case EL_TUBE_HORIZONTAL_UP:
7749 case EL_TUBE_HORIZONTAL_DOWN:
7750 case EL_TUBE_LEFT_UP:
7751 case EL_TUBE_LEFT_DOWN:
7752 case EL_TUBE_RIGHT_UP:
7753 case EL_TUBE_RIGHT_DOWN:
7756 int tube_enter_directions[][2] =
7758 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
7759 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
7760 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
7761 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
7762 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
7763 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
7764 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
7765 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
7766 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
7767 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
7768 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
7769 { -1, MV_NO_MOVING }
7772 while (tube_enter_directions[i][0] != element)
7775 if (tube_enter_directions[i][0] == -1) /* should not happen */
7779 if (!(tube_enter_directions[i][1] & move_direction))
7780 return MF_NO_ACTION; /* tube has no opening in this direction */
7782 PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING);
7788 Feld[x][y] = EL_LAMP_ACTIVE;
7789 local_player->lights_still_needed--;
7790 DrawLevelField(x, y);
7791 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
7797 case EL_TIME_ORB_FULL:
7798 Feld[x][y] = EL_TIME_ORB_EMPTY;
7800 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7801 DrawLevelField(x, y);
7802 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
7809 if (IS_WALKABLE(element))
7811 int sound_action = ACTION_WALKING;
7813 if (element >= EL_GATE_1 && element <= EL_GATE_4)
7815 if (!player->key[element - EL_GATE_1])
7816 return MF_NO_ACTION;
7818 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
7820 if (!player->key[element - EL_GATE_1_GRAY])
7821 return MF_NO_ACTION;
7823 else if (element == EL_EXIT_OPEN ||
7824 element == EL_SP_EXIT_OPEN ||
7825 element == EL_SP_EXIT_OPENING)
7827 sound_action = ACTION_PASSING; /* player is passing exit */
7829 else if (element == EL_EMPTY)
7831 sound_action = ACTION_MOVING; /* nothing to walk on */
7834 /* play sound from background or player, whatever is available */
7835 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
7836 PlaySoundLevelElementAction(x, y, element, sound_action);
7838 PlaySoundLevelElementAction(x, y, player->element_nr, sound_action);
7842 else if (IS_PASSABLE(element))
7844 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
7845 return MF_NO_ACTION;
7848 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
7849 return MF_NO_ACTION;
7852 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
7854 if (!player->key[element - EL_EM_GATE_1])
7855 return MF_NO_ACTION;
7857 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
7859 if (!player->key[element - EL_EM_GATE_1_GRAY])
7860 return MF_NO_ACTION;
7863 /* automatically move to the next field with double speed */
7864 player->programmed_action = move_direction;
7865 DOUBLE_PLAYER_SPEED(player);
7867 PlaySoundLevelAction(x, y, ACTION_PASSING);
7871 else if (IS_DIGGABLE(element))
7875 if (mode != DF_SNAP)
7878 GfxElement[x][y] = GFX_ELEMENT(element);
7881 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
7883 player->is_digging = TRUE;
7886 PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING);
7888 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
7890 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7894 else if (IS_COLLECTIBLE(element))
7898 if (mode != DF_SNAP)
7900 GfxElement[x][y] = element;
7901 player->is_collecting = TRUE;
7904 if (element == EL_SPEED_PILL)
7905 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
7906 else if (element == EL_EXTRA_TIME && level.time > 0)
7909 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7911 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
7913 player->shield_normal_time_left += 10;
7914 if (element == EL_SHIELD_DEADLY)
7915 player->shield_deadly_time_left += 10;
7917 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
7919 if (player->inventory_size < MAX_INVENTORY_SIZE)
7920 player->inventory_element[player->inventory_size++] = element;
7922 player->use_disk_red_graphic = (element == EL_SP_DISK_RED);
7924 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7925 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7927 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
7929 player->dynabomb_count++;
7930 player->dynabombs_left++;
7932 else if (element == EL_DYNABOMB_INCREASE_SIZE)
7934 player->dynabomb_size++;
7936 else if (element == EL_DYNABOMB_INCREASE_POWER)
7938 player->dynabomb_xl = TRUE;
7940 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
7941 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
7943 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
7944 element - EL_KEY_1 : element - EL_EM_KEY_1);
7946 player->key[key_nr] = TRUE;
7948 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
7949 el2edimg(EL_KEY_1 + key_nr));
7950 redraw_mask |= REDRAW_DOOR_1;
7952 else if (IS_ENVELOPE(element))
7955 player->show_envelope = element;
7957 ShowEnvelope(element - EL_ENVELOPE_1);
7960 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
7964 for (i=0; i < element_info[element].collect_count; i++)
7965 if (player->inventory_size < MAX_INVENTORY_SIZE)
7966 player->inventory_element[player->inventory_size++] = element;
7968 DrawText(DX_DYNAMITE, DY_DYNAMITE,
7969 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
7971 else if (element_info[element].collect_count > 0)
7973 local_player->gems_still_needed -=
7974 element_info[element].collect_count;
7975 if (local_player->gems_still_needed < 0)
7976 local_player->gems_still_needed = 0;
7978 DrawText(DX_EMERALDS, DY_EMERALDS,
7979 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
7982 RaiseScoreElement(element);
7983 PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING);
7985 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
7987 TestIfElementTouchesCustomElement(x, y); /* for empty space */
7991 else if (IS_PUSHABLE(element))
7993 if (mode == DF_SNAP && element != EL_BD_ROCK)
7994 return MF_NO_ACTION;
7996 if (CAN_FALL(element) && dy)
7997 return MF_NO_ACTION;
7999 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
8000 !(element == EL_SPRING && use_spring_bug))
8001 return MF_NO_ACTION;
8004 /* do not push elements already moving away faster than player */
8005 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
8006 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
8007 return MF_NO_ACTION;
8009 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
8010 return MF_NO_ACTION;
8012 if (!player->Pushing &&
8013 game.engine_version >= RELEASE_IDENT(2,2,0,7))
8014 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
8016 player->Pushing = TRUE;
8018 if (!(IN_LEV_FIELD(nextx, nexty) &&
8019 (IS_FREE(nextx, nexty) ||
8020 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
8021 IS_SB_ELEMENT(element)))))
8022 return MF_NO_ACTION;
8024 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
8025 return MF_NO_ACTION;
8027 if (player->push_delay == 0) /* new pushing; restart delay */
8028 player->push_delay = FrameCounter;
8030 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
8031 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
8032 element != EL_SPRING && element != EL_BALLOON)
8033 return MF_NO_ACTION;
8035 if (IS_SB_ELEMENT(element))
8037 if (element == EL_SOKOBAN_FIELD_FULL)
8039 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
8040 local_player->sokobanfields_still_needed++;
8043 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
8045 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
8046 local_player->sokobanfields_still_needed--;
8049 Feld[x][y] = EL_SOKOBAN_OBJECT;
8051 if (Back[x][y] == Back[nextx][nexty])
8052 PlaySoundLevelAction(x, y, ACTION_PUSHING);
8053 else if (Back[x][y] != 0)
8054 PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
8057 PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
8060 if (local_player->sokobanfields_still_needed == 0 &&
8061 game.emulation == EMU_SOKOBAN)
8063 player->LevelSolved = player->GameOver = TRUE;
8064 PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING);
8068 PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
8070 InitMovingField(x, y, move_direction);
8071 GfxAction[x][y] = ACTION_PUSHING;
8073 if (mode == DF_SNAP)
8074 ContinueMoving(x, y);
8076 MovPos[x][y] = (dx != 0 ? dx : dy);
8078 Pushed[x][y] = TRUE;
8079 Pushed[nextx][nexty] = TRUE;
8081 if (game.engine_version < RELEASE_IDENT(2,2,0,7))
8082 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
8085 CheckTriggeredElementSideChange(x, y, element, dig_side,
8086 CE_OTHER_GETS_PUSHED);
8087 CheckElementSideChange(x, y, element, dig_side,
8088 CE_PUSHED_BY_PLAYER, -1);
8090 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED);
8091 CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
8096 else if (IS_SWITCHABLE(element))
8098 if (PLAYER_SWITCHING(player, x, y))
8102 PlaySoundLevelElementAction(x, y, element, ACTION_ACTIVATING);
8105 if (element == EL_ROBOT_WHEEL)
8107 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
8111 DrawLevelField(x, y);
8114 PlaySoundLevel(x, y, SND_ROBOT_WHEEL_ACTIVATING);
8117 else if (element == EL_SP_TERMINAL)
8122 PlaySoundLevel(x, y, SND_SP_TERMINAL_ACTIVATING);
8125 for (yy=0; yy<lev_fieldy; yy++)
8127 for (xx=0; xx<lev_fieldx; xx++)
8129 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
8131 else if (Feld[xx][yy] == EL_SP_TERMINAL)
8132 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
8136 else if (IS_BELT_SWITCH(element))
8139 if (!PLAYER_SWITCHING(player, x, y))
8142 player->Switching = TRUE;
8143 player->switch_x = x;
8144 player->switch_y = y;
8146 ToggleBeltSwitch(x, y);
8149 PlaySoundLevel(x, y, SND_CLASS_CONVEYOR_BELT_SWITCH_ACTIVATING);
8153 else if (element == EL_SWITCHGATE_SWITCH_UP ||
8154 element == EL_SWITCHGATE_SWITCH_DOWN)
8157 if (!PLAYER_SWITCHING(player, x, y))
8160 player->Switching = TRUE;
8161 player->switch_x = x;
8162 player->switch_y = y;
8164 ToggleSwitchgateSwitch(x, y);
8167 PlaySoundLevel(x, y, SND_CLASS_SWITCHGATE_SWITCH_ACTIVATING);
8171 else if (element == EL_LIGHT_SWITCH ||
8172 element == EL_LIGHT_SWITCH_ACTIVE)
8175 if (!PLAYER_SWITCHING(player, x, y))
8178 player->Switching = TRUE;
8179 player->switch_x = x;
8180 player->switch_y = y;
8182 ToggleLightSwitch(x, y);
8185 PlaySoundLevel(x, y, element == EL_LIGHT_SWITCH ?
8186 SND_LIGHT_SWITCH_ACTIVATING :
8187 SND_LIGHT_SWITCH_DEACTIVATING);
8191 else if (element == EL_TIMEGATE_SWITCH)
8193 ActivateTimegateSwitch(x, y);
8196 PlaySoundLevel(x, y, SND_TIMEGATE_SWITCH_ACTIVATING);
8199 else if (element == EL_BALLOON_SWITCH_LEFT ||
8200 element == EL_BALLOON_SWITCH_RIGHT ||
8201 element == EL_BALLOON_SWITCH_UP ||
8202 element == EL_BALLOON_SWITCH_DOWN ||
8203 element == EL_BALLOON_SWITCH_ANY)
8205 if (element == EL_BALLOON_SWITCH_ANY)
8206 game.balloon_dir = move_direction;
8208 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
8209 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
8210 element == EL_BALLOON_SWITCH_UP ? MV_UP :
8211 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
8215 PlaySoundLevel(x, y, SND_CLASS_BALLOON_SWITCH_ACTIVATING);
8218 else if (element == EL_LAMP)
8220 Feld[x][y] = EL_LAMP_ACTIVE;
8221 local_player->lights_still_needed--;
8223 DrawLevelField(x, y);
8226 PlaySoundLevel(x, y, SND_LAMP_ACTIVATING);
8229 else if (element == EL_TIME_ORB_FULL)
8231 Feld[x][y] = EL_TIME_ORB_EMPTY;
8233 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
8235 DrawLevelField(x, y);
8238 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
8247 if (!PLAYER_SWITCHING(player, x, y))
8249 if (!player->Switching)
8252 player->Switching = TRUE;
8253 player->switch_x = x;
8254 player->switch_y = y;
8256 CheckTriggeredElementSideChange(x, y, element, dig_side,
8257 CE_OTHER_IS_SWITCHING);
8258 CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
8261 CheckTriggeredElementSideChange(x, y, element, dig_side,
8262 CE_OTHER_GETS_PRESSED);
8263 CheckElementSideChange(x, y, element, dig_side,
8264 CE_PRESSED_BY_PLAYER, -1);
8267 return MF_NO_ACTION;
8270 player->push_delay = 0;
8272 if (Feld[x][y] != element) /* really digged/collected something */
8273 player->is_collecting = !player->is_digging;
8278 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
8280 int jx = player->jx, jy = player->jy;
8281 int x = jx + dx, y = jy + dy;
8282 int snap_direction = (dx == -1 ? MV_LEFT :
8283 dx == +1 ? MV_RIGHT :
8285 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8287 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0))
8290 if (!player->active || !IN_LEV_FIELD(x, y))
8298 if (player->MovPos == 0)
8299 player->Pushing = FALSE;
8301 player->snapped = FALSE;
8303 if (player->MovPos == 0)
8305 player->is_digging = FALSE;
8306 player->is_collecting = FALSE;
8308 player->is_moving = FALSE;
8313 printf("::: trying to snap...\n");
8319 if (player->snapped)
8322 player->MovDir = snap_direction;
8325 player->is_digging = FALSE;
8326 player->is_collecting = FALSE;
8328 player->is_moving = FALSE;
8332 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
8335 player->snapped = TRUE;
8337 player->is_digging = FALSE;
8338 player->is_collecting = FALSE;
8340 player->is_moving = FALSE;
8344 DrawLevelField(x, y);
8350 boolean DropElement(struct PlayerInfo *player)
8352 int jx = player->jx, jy = player->jy;
8355 if (!player->active || player->MovPos)
8358 old_element = Feld[jx][jy];
8360 /* check if player has anything that can be dropped */
8361 if (player->inventory_size == 0 && player->dynabombs_left == 0)
8364 /* check if anything can be dropped at the current position */
8365 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
8368 /* collected custom elements can only be dropped on empty fields */
8369 if (player->inventory_size > 0 &&
8370 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
8371 && old_element != EL_EMPTY)
8374 if (old_element != EL_EMPTY)
8375 Back[jx][jy] = old_element; /* store old element on this field */
8377 MovDelay[jx][jy] = 96;
8379 ResetGfxAnimation(jx, jy);
8380 ResetRandomAnimationValue(jx, jy);
8382 if (player->inventory_size > 0)
8384 int new_element = player->inventory_element[--player->inventory_size];
8387 Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE :
8388 new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE :
8391 Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE :
8392 EL_DYNAMITE_ACTIVE);
8395 DrawText(DX_DYNAMITE, DY_DYNAMITE,
8396 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
8398 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8399 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8401 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8403 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
8404 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
8406 TestIfElementTouchesCustomElement(jx, jy);
8408 else /* player is dropping a dyna bomb */
8410 player->dynabombs_left--;
8413 EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1);
8415 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
8416 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
8418 PlaySoundLevelAction(jx, jy, ACTION_DROPPING);
8424 /* ------------------------------------------------------------------------- */
8425 /* game sound playing functions */
8426 /* ------------------------------------------------------------------------- */
8428 static int *loop_sound_frame = NULL;
8429 static int *loop_sound_volume = NULL;
8431 void InitPlaySoundLevel()
8433 int num_sounds = getSoundListSize();
8435 if (loop_sound_frame != NULL)
8436 free(loop_sound_frame);
8438 if (loop_sound_volume != NULL)
8439 free(loop_sound_volume);
8441 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
8442 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
8445 static void PlaySoundLevel(int x, int y, int nr)
8447 int sx = SCREENX(x), sy = SCREENY(y);
8448 int volume, stereo_position;
8449 int max_distance = 8;
8450 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
8452 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
8453 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
8456 if (!IN_LEV_FIELD(x, y) ||
8457 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
8458 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
8461 volume = SOUND_MAX_VOLUME;
8463 if (!IN_SCR_FIELD(sx, sy))
8465 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
8466 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
8468 volume -= volume * (dx > dy ? dx : dy) / max_distance;
8471 stereo_position = (SOUND_MAX_LEFT +
8472 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
8473 (SCR_FIELDX + 2 * max_distance));
8475 if (IS_LOOP_SOUND(nr))
8477 /* This assures that quieter loop sounds do not overwrite louder ones,
8478 while restarting sound volume comparison with each new game frame. */
8480 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
8483 loop_sound_volume[nr] = volume;
8484 loop_sound_frame[nr] = FrameCounter;
8487 PlaySoundExt(nr, volume, stereo_position, type);
8490 static void PlaySoundLevelNearest(int x, int y, int sound_action)
8492 PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
8493 x > LEVELX(BX2) ? LEVELX(BX2) : x,
8494 y < LEVELY(BY1) ? LEVELY(BY1) :
8495 y > LEVELY(BY2) ? LEVELY(BY2) : y,
8499 static void PlaySoundLevelAction(int x, int y, int action)
8501 PlaySoundLevelElementAction(x, y, Feld[x][y], action);
8504 static void PlaySoundLevelElementAction(int x, int y, int element, int action)
8506 int sound_effect = element_info[element].sound[action];
8508 if (sound_effect != SND_UNDEFINED)
8509 PlaySoundLevel(x, y, sound_effect);
8512 static void PlaySoundLevelActionIfLoop(int x, int y, int action)
8514 int sound_effect = element_info[Feld[x][y]].sound[action];
8516 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8517 PlaySoundLevel(x, y, sound_effect);
8520 static void StopSoundLevelActionIfLoop(int x, int y, int action)
8522 int sound_effect = element_info[Feld[x][y]].sound[action];
8524 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
8525 StopSoundExt(sound_effect, SND_CTRL_STOP_SOUND);
8528 void RaiseScore(int value)
8530 local_player->score += value;
8531 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
8534 void RaiseScoreElement(int element)
8540 case EL_EMERALD_YELLOW:
8541 case EL_EMERALD_RED:
8542 case EL_EMERALD_PURPLE:
8543 case EL_SP_INFOTRON:
8544 RaiseScore(level.score[SC_EMERALD]);
8547 RaiseScore(level.score[SC_DIAMOND]);
8550 RaiseScore(level.score[SC_CRYSTAL]);
8553 RaiseScore(level.score[SC_PEARL]);
8556 case EL_BD_BUTTERFLY:
8557 case EL_SP_ELECTRON:
8558 RaiseScore(level.score[SC_BUG]);
8562 case EL_SP_SNIKSNAK:
8563 RaiseScore(level.score[SC_SPACESHIP]);
8566 case EL_DARK_YAMYAM:
8567 RaiseScore(level.score[SC_YAMYAM]);
8570 RaiseScore(level.score[SC_ROBOT]);
8573 RaiseScore(level.score[SC_PACMAN]);
8576 RaiseScore(level.score[SC_NUT]);
8579 case EL_SP_DISK_RED:
8580 case EL_DYNABOMB_INCREASE_NUMBER:
8581 case EL_DYNABOMB_INCREASE_SIZE:
8582 case EL_DYNABOMB_INCREASE_POWER:
8583 RaiseScore(level.score[SC_DYNAMITE]);
8585 case EL_SHIELD_NORMAL:
8586 case EL_SHIELD_DEADLY:
8587 RaiseScore(level.score[SC_SHIELD]);
8590 RaiseScore(level.score[SC_TIME_BONUS]);
8596 RaiseScore(level.score[SC_KEY]);
8599 RaiseScore(element_info[element].collect_score);
8604 void RequestQuitGame(boolean ask_if_really_quit)
8606 if (AllPlayersGone ||
8607 !ask_if_really_quit ||
8608 level_editor_test_game ||
8609 Request("Do you really want to quit the game ?",
8610 REQ_ASK | REQ_STAY_CLOSED))
8612 #if defined(PLATFORM_UNIX)
8613 if (options.network)
8614 SendToServer_StopPlaying();
8618 game_status = GAME_MODE_MAIN;
8624 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
8629 /* ---------- new game button stuff ---------------------------------------- */
8631 /* graphic position values for game buttons */
8632 #define GAME_BUTTON_XSIZE 30
8633 #define GAME_BUTTON_YSIZE 30
8634 #define GAME_BUTTON_XPOS 5
8635 #define GAME_BUTTON_YPOS 215
8636 #define SOUND_BUTTON_XPOS 5
8637 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
8639 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8640 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8641 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8642 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
8643 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
8644 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
8651 } gamebutton_info[NUM_GAME_BUTTONS] =
8654 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
8659 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
8664 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
8669 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
8670 SOUND_CTRL_ID_MUSIC,
8671 "background music on/off"
8674 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
8675 SOUND_CTRL_ID_LOOPS,
8676 "sound loops on/off"
8679 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
8680 SOUND_CTRL_ID_SIMPLE,
8681 "normal sounds on/off"
8685 void CreateGameButtons()
8689 for (i=0; i<NUM_GAME_BUTTONS; i++)
8691 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
8692 struct GadgetInfo *gi;
8695 unsigned long event_mask;
8696 int gd_xoffset, gd_yoffset;
8697 int gd_x1, gd_x2, gd_y1, gd_y2;
8700 gd_xoffset = gamebutton_info[i].x;
8701 gd_yoffset = gamebutton_info[i].y;
8702 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
8703 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
8705 if (id == GAME_CTRL_ID_STOP ||
8706 id == GAME_CTRL_ID_PAUSE ||
8707 id == GAME_CTRL_ID_PLAY)
8709 button_type = GD_TYPE_NORMAL_BUTTON;
8711 event_mask = GD_EVENT_RELEASED;
8712 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8713 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8717 button_type = GD_TYPE_CHECK_BUTTON;
8719 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
8720 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
8721 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
8722 event_mask = GD_EVENT_PRESSED;
8723 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
8724 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
8727 gi = CreateGadget(GDI_CUSTOM_ID, id,
8728 GDI_INFO_TEXT, gamebutton_info[i].infotext,
8729 GDI_X, DX + gd_xoffset,
8730 GDI_Y, DY + gd_yoffset,
8731 GDI_WIDTH, GAME_BUTTON_XSIZE,
8732 GDI_HEIGHT, GAME_BUTTON_YSIZE,
8733 GDI_TYPE, button_type,
8734 GDI_STATE, GD_BUTTON_UNPRESSED,
8735 GDI_CHECKED, checked,
8736 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
8737 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
8738 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
8739 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
8740 GDI_EVENT_MASK, event_mask,
8741 GDI_CALLBACK_ACTION, HandleGameButtons,
8745 Error(ERR_EXIT, "cannot create gadget");
8747 game_gadget[id] = gi;
8751 void FreeGameButtons()
8755 for (i=0; i<NUM_GAME_BUTTONS; i++)
8756 FreeGadget(game_gadget[i]);
8759 static void MapGameButtons()
8763 for (i=0; i<NUM_GAME_BUTTONS; i++)
8764 MapGadget(game_gadget[i]);
8767 void UnmapGameButtons()
8771 for (i=0; i<NUM_GAME_BUTTONS; i++)
8772 UnmapGadget(game_gadget[i]);
8775 static void HandleGameButtons(struct GadgetInfo *gi)
8777 int id = gi->custom_id;
8779 if (game_status != GAME_MODE_PLAYING)
8784 case GAME_CTRL_ID_STOP:
8785 RequestQuitGame(TRUE);
8788 case GAME_CTRL_ID_PAUSE:
8789 if (options.network)
8791 #if defined(PLATFORM_UNIX)
8793 SendToServer_ContinuePlaying();
8795 SendToServer_PausePlaying();
8799 TapeTogglePause(TAPE_TOGGLE_MANUAL);
8802 case GAME_CTRL_ID_PLAY:
8805 #if defined(PLATFORM_UNIX)
8806 if (options.network)
8807 SendToServer_ContinuePlaying();
8811 tape.pausing = FALSE;
8812 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
8817 case SOUND_CTRL_ID_MUSIC:
8818 if (setup.sound_music)
8820 setup.sound_music = FALSE;
8823 else if (audio.music_available)
8825 setup.sound = setup.sound_music = TRUE;
8827 SetAudioMode(setup.sound);
8828 PlayMusic(level_nr);
8832 case SOUND_CTRL_ID_LOOPS:
8833 if (setup.sound_loops)
8834 setup.sound_loops = FALSE;
8835 else if (audio.loops_available)
8837 setup.sound = setup.sound_loops = TRUE;
8838 SetAudioMode(setup.sound);
8842 case SOUND_CTRL_ID_SIMPLE:
8843 if (setup.sound_simple)
8844 setup.sound_simple = FALSE;
8845 else if (audio.sound_available)
8847 setup.sound = setup.sound_simple = TRUE;
8848 SetAudioMode(setup.sound);